Even More D&D Spells based on aiweirdness.com
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These are prompted samples from https://aiweirdness.com using GPT-2 Neural Network trained on the Dungeons and Dragons 5E spell list, more information on https://iforcedabot.com.
Spells in Alphabetical Order
Acter Lor distertion
Casting Time: 1 action
Range: 100
Duration: Concentration, up to 1 minute
You transform a willing creature you touch. Until the spell ends, that creature becomes invisible but sheds bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. The target can use an action to exhale a single of its kind in a 40-foot cube. Each creature in that area must make a Dexterity saving throw. On a failed save, the creature’s size is reduced to 0; if it is larger, it is restrained, and when it reaches the bottom of the cube, it escapes. The trapped creature can escape using only one successful use of its speed bonus (4+ moves per round until the spell ends) or by spending 4 feet of movement. Once a creature uses its movement to escape, that creature uses all its movement to move one mile and then makes the saving throw. The creature escapes from this spell by swallowing up its food and leaving a trail of footprints behind it. The creature must use its movement to move to a space within range and repeat the saving throw, if possible. While the trapped creature can escape using only one movement action, it can only do so by using its movement to move one mile and then reusing all its movement to do so. This spell ends if you use your movement to move two miles and then use your movement to move two miles and so on. Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: 100
Duration: Instantaneous
A piece of metal lies on the ground (10 feet in diameter) within range. If the piece of metal strikes a creature, the piece of metal is automatically broken. The piece of metal strikes with a 5-foot-diameter arc of downward force, and the creature that strikes it must make a Strength saving throw. On a failed save, it takes 14d6 piercing damage at the end of its next turn. 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
Acter Lor distertion
Casting Time: 1 action
Range: 10
Duration: 1 Hour
This spell creates an unoccupied space within range for you and each creature that starts its turn within 10 feet of it must succeed on a Wisdom saving throw or drop whatever it was holding and return to its normal spot within 10 feet. If you cast this spell using a spell slot of 5th level or higher, the space becomes a contiguous 5-foot cube. For example, you could create a contiguous 5-foot cube for creatures you choose, such as giant slimes, by pouring down a vial of water from under the creature. If you cast this spell using a spell slot of 7th level or lower, any creature that starts its turn in the area takes 4d6 cold damage and must succeed on a Dexterity saving throw or take 6d6 acid damage. Evocation
Acter Lor distertion
Casting Time: 1 action
Range: 10
Duration:
Concentration
Acter Lor distertion
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour
You create three tiny pillars of stone at the center of an unoccupied space that you can see within range. When you cast this spell, you can designate a password that carries over to its original password. When you use this spell, the pillar creates no forces and is invisible to hostile creatures and magical plants. Creatures and magical plants that detect the pillar can use that creature’s mystics on it to examine it for signs of magical activity. A creature that detect’s magic requires a willing creature’s willing creature to speak the password for it to believe it can decode the password. If the creature can decode the password perfectly, it can decode the pillar as well. Divination
Acter Lor distertion
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour
You point in a direction you choose, including to a point where there are no foes within range, and the radius of the effect can have effects that extend over the entire visible range of your spell. Divination
Acter Lor distertion
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute
This spell allows a creature of your choice that you can see within range and that can hear you to make a Wisdom saving throw. When you make the spell, any creature within 5 feet of you who is no longer in line behind you takes 6d8 thunder damage. The spell then goes silent for the duration. At the end of each of the 6d8 rounds that you have spent casting this spell, you can reduce the damage by one, but not more. At the end of each of the 60 rounds that you have spent casting this spell, you can use three different effects of your choice, instead of using any effects. Conjuration
Acter Lor distertion
Casting Time: 1 action
Range: 10 Days
Duration:
Your magical abilities fade when you finish a long rest. You reroll any number of d10s of 15 or higher as part of casting this spell. While you are casting or casting a casting of another spell, you can use your action to reroll any d10s of all the spells you cast in one go, ending the effect on yourself on a success. Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: 10
Duration: Instantaneous
You choose a place within range to be illuminated. The light doesn’t harm any creature or illuminate an object, structure, or other source of light. When a target appears in a place where the light doesn’t radiate, the target takes 1d12 radiant damage, and it has disadvantage on saving throws and Strength saving throws. On a successful save, the target takes half as much damage and is blinded for 1 minute. On a failed save, the target takes half the same amount of damage and has its hit point maximum reduced accordingly. Light 120 Concentration, up to 1 minute You create a magical light that can illuminate a willing creature within range for the duration. Until the spell ends, you also instantaneously light the light up to 300 feet away, making it a luminous, 10-foot radius light. The light can penetrate armor, mummies, and other nonmagical barriers, but it is blocked by celestials, elementals, fey, fey demonology, or the light of a fey demon. Evocation
Acter Lor distertion
Casting Time: 1 action
Range: 10
Duration:
You summon an incorruptible creature to serve as your faithful guardian, a creature that appears as an object weighing 5 pounds or fewer and that lasts until dispelled. Your nature determines the creature’s defenses and determines how it attacks. If the creature uses its action to make a melee attack against a target within your reach, you can use your action to dismiss the creature as an action. It appears to make an unblinking decision and radiates magical energy at the target that resists its attacks. You can use your action to dismiss the creature if you have it. If you do so, the creature takes 2d6 necrotic damage and must make a Constitution saving throw. If you have it on the same plane of existence as you, you can also dismiss it as an action on your turn. Abjuration
Acter Lor distertion
Casting Time: 1 action
Range: 120
Duration: 24 Hours
This spell creates an undead servant composed of thorns and sticks that grow larger and larger throughout your whole life and resemble the creatures that you fight in the video game Mass Effect: Andromeda. Choose a tree, a swamp, a grove of trees, a swampy meadow, a grove of trees with thickets (including those on the ground), or a forest or an open field that you can see. All the creatures in each category have advantage on Constitution saving throws. The Huge or smaller creatures in any of the categories also take 10d6 bludgeoning damage, or half as much damage on a Strength saving throw. If you throw this spell against a creature that isn't a tree or shrub, its Strength saving throw is reduced by 5, and it is also reduced by 1 until it drops to 0 hit points. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 5d6 for each slot level above 2nd. Evocation
Acter Lor distertion
Casting Time: 1 action
Range: 120
Duration: 24 hours
This spell reveals a location where an undead creature that falls within 300 feet of you causes it to erupt and make terrifying screech noises. Choose one creature within 300 feet of you who is friendly to you or charmed by you. The creature’s speed is halved, and it makes a melee spell attack against the creature that fled from you. On a hit, the creature must succeed on a Constitution saving throw or its speed drops to 1 until it escapes. It takes 14d6 thunder damage and 14d6 cold damage on a failed save, or half as much damage on a successful one. The spell ends if the creature is caught in an unoccupied space within 30 feet of you. Conjuration
Acter Lor distertion
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
A sphere of radiance appears at a point of your choice within range and lasts for the duration. It appears to be a sphere with a diameter of 30 feet and a height of 1 foot. It appears to be transparent and has a diameter of 30 feet. Until the spell ends, a flammable liquid that you can reach is spilled over the sphere, forming a layer of fog and slowly falling objects, spells, and other magical effects. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the radius of the flammable layer increases to 60 feet and the height of the fog increases to 25 feet. When you use a spell slot of 8th level or higher, the radius of the flammable layer increases to 100 feet and the height of the fog increases to 25 feet. Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
Until the spell ends, you can use a bonus action to make a melee spell attack using your spellcasting ability, and you make the attack using your spellcasting ability. On a hit, a creature uses its reaction to move to the attacker’s left side, directly against your command, and then makes the attack from behind the ’s ‗‘‘ edge, passing behind the ’s edge in any but one of its turns. If the spell fails to reach its full effect, the creature takes 8d8 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, damage increases by 1d8 for each slot level above 1st. Conjuration
Acter Lor distertion
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
You make a magic mirror appear wherever you are located within range. Choose a location you can see on the ground, up to 60 feet on one side, up to 40 feet on the other, up to 50 feet on the other side, up to 50 feet on the ramp at the top, 50 feet on the roof, up to 1,000 feet on the ground, up to 5 feet below the surface, or 50 feet above the sandbridge at the base of any cliff or trench. If you create a mirror on ground that you can see within range, the spell fails and you take 1d10 radiant damage, and you can use your action on a second hit to shatter the mirror and cause enough of its light to illuminate the area for 1 minute. You can switch between the two conditions in 1 minute. In both cases, you must use your action to affect the second one. If the first condition is not met, the spell fails and you take 2d10 necrotic damage, and half as much damage on each of your turns. Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: 150
Duration: 1 Hour
You choose one object weighing as much as 100 pounds when it is first created. That object is then magically transported to another container weighing as much as 50 pounds, provided that the container has a normal container space and an opening to allow for humanoids or creatures. If you have seen a phantom limb before, it appears to be a finger, if you have seen a true image of the limb (a real image of the limb is not possible), and if the limb is part of a creature’s physical body, that creature must succeed on a Constitution saving throw or become paralyzed for 1 minute on a failed save. Such a creature can be a celestial, a fey, or a fiend (your choice which creature’s natural state you use as a measure of its mental state, and it can be a creature that is friendly to you or hostile to you). You can mentally command the creature to move up to 30 feet before returning to the ground for a second time on a successful save. Necromancy
Acter Lor distertion
Casting Time: 1 action
Range: 150
Duration: 24 hours
This spell makes magic items and mundane objects vanish, appearing only in dim light and made of fog. Each target must make a Wisdom saving throw. A target takes 3d8 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 5th level or higher, a target can benefit from one or more of the following effects when it w as created: • You can use a bonus action to create a magical invisibility cloak in an unoccupied space that can be tapped to give it invisibility, making it a shadow component of the w as created. • You can use an action to dismiss a spell in which you are casting a spell as an action, causing it to fail and leaving it w as created. • You can dismiss an item created by this spell as an action, causing it to automatically be removed from an unoccupied space that it can’t be tapped to drop without dealing it any extra damage. While at least one creature has audible communication with you through the invisibility cloak, you have heard the voice of the dead. You can also cast this spell while you are incapacitated, as if you w as created by the undead servant spell. Conjuration
Acter Lor distertion
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
You touch a magical object or a place that you can see within range. The object or place remains neutral until the spell ends. A creature can use an action to dismiss the object or place. The spell ends if it is destroyed by fire. Abjuration
Acter Lor distertion
Casting Time: 1 action
Range: 150
Duration: Instantaneous
Choose one creature you can see within range. The target must make a Wisdom saving throw. On a successful save, the target takes 1d8 necrotic damage (if you have it) and isn’t poisoned. On a failed save, the target takes 10d8 necrotic damage. To a creature immune to necrotic damage, this damage looks like a star, but it doesn’t have a name nor has any sort of magical component. To a creature immune to poison damage, the damage looks like a gas, but it doesn’t have a name nor has any sort of magical component. The effect can be reduced or eliminated entirely. Alternatively, you can cause a creature or an object to become immune to poison damage, and the creature or object can use its reaction to make a saving throw. On a successful save, the creature or object takes half as much damage and doesn’t succumb to the effects of the poison. 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. Necromancy
Acter Lor distertion
Casting Time: 1 action
Range: 150
Duration: Instantaneous
Lor takes the form of a demon and forms a direct link between her and the current incarnation of her deity. She becomes friendly to you as long as you aren’t attacking or incapacitated her. This link isn’t permanent, but disappears when your next combat maneuver ends. You can use this link to issue a command to the current incarnation, making the move again if needed. You can also issue a general command, such as to guard a particular chamber or corridor. If Lor starts her link spell on the current incarnation’s turn, it lasts until she dies. Otherwise, she becomes friendly to you for the duration. You can dismiss the spell immediately, causing it to dismiss itself. If you cast it multiple times, it can have additional effects depending on the number of times you have cast it. You can have the same effect over and over again. For example, you could dismiss it every time you open a door, use it when you cast an ethereal spell, and so on. While Lor is animated, you can perform any spell you commanded while she is linked to you. You can also choose to keep her linked to you when you perform a Divine Dance spell, such as with your spear or your pole dance spell, and when you cast the spell linked to you as an action on your turn. You might also link her to you while she is incapacitated. If you would bind her to a physical object or service object that is worn by one other creature, the linked creature can use that object to perform any spell she chooses for herself, and she could perform any spell she chooses for another creature. She might command creatures to move, light torches, crack cargoes, light mummies, or even set them on fire. If she specifically tells you to do so, that creature can use her command to do whatever it wishes. You could cause the link to do whatever the creature desires, subjecting it to whatever restrictions some other spell of your choice might have. Then, during the duration of the spell, it can use whatever spell of your choice that is most efficient at dealing with the creature it is linked to effectively to do whatever it wishes. When you cast this spell, you can have an uncontrolled link triggered by an effect, such as casting a spell linked to an affected creature, that would trigger an uncontrolled spell linking other creatures. The trigger can be discerned by looking at the creature’s symbol, which you choose from any appropriate set of symbol cards. You can use this ability only once per turn. To activate it again, you need to have the creature linked to you by at least one symbol. Both times, a triggering triggered by an effect requires you to use another spell slot expended instead. Illusion
Acter Lor distertion
Casting Time: 1 action
Range: 1 Hour
Duration:
A creature of 5th level or lower, along with all its equipment and weapons, falls prone if it is about to fall. So if you fall and hit an object or creature holding a bolt of lightning, the object or creature catches the lightning before it lands. So if you fall and hit an object or creature holding a holy symbol glyph, that creature catches the glyph before it lands. You can use an action to extinguish the flames before moving on to another creature. Evocation
Acter Lor distertion
Casting Time: 1 action
Range: 1 Hour
Duration:
A spectral force springs from your fingertips to protect you. Choose an area of ground or a ceiling, one foot over, 10 feet across, or whatever height you choose. Each creature in the area must make a Constitution saving throw. It takes 4d10 force damage on a failed save, or half as much damage on a successful one. If you reduce the ground or ceiling to 0 feet over the course of the casting, the vapors are hurled there. Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: 1 Hour
Duration:
Choose a creature that you can see within range and that is within 60 feet of you in a direction you choose. Your spell crushes the target. Destroy it. Alternatively, when you cast this spell on the same creature or within 30 feet of it, your spell destroys it without dealing damage. Each creature killed by this spell takes 1d4 radiant damage, and creatures killed by it’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Abjuration
Acter Lor distertion
Casting Time: 1 action
Range: 1 Hour
Duration: Concentration, up to 1 minute
A creature that you can see within range must succeed on a Dexterity saving throw or take 1d6 force damage. A target can make the saving throw by spending 1 minute or more on a spell or effect that requires that spell. Conjuration
Acter Lor distertion
Casting Time: 1 action
Range: 1 Hours
Duration:
You invoke the Power that Is behind everything. Every movement you make during the casting of this spell requires a different performance in one of the following ways. When you cast this spell, you must make a Wisdom saving throw or have your spellcasting ability temporarily interrupted. If you do so, you can’t cast another spell for 1 hour or more. Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: 1 Hour
Duration:
This spell allows a creature’s lair to become a magical laboratory, an abode of horrors, where the spirits of dead wizards, undead, undead lepers and undead servants are buried. The alchemical components used to create the spell are identical to those used to create the creature’s lair. When the spell ends, the element of labor and the element of flesh and blood are removed from the creature’s corpse. Illusion
Acter Lor distertion
Casting Time: 1 action
Range: 1 Hour
Duration:
This spell creates a magical demiplane of existence on the ground within range. You choose one of the following possible destinations for objects you can see within the demiplane. You can see through it and pass through portals, which also open to the general public. Travel across the demiplane takes you straight to the destination you chose. You can also go any distance in the space you occupy, up to 10 feet. If you have an object within 10 feet of such a destination, it floats temporarily above the ground where it appears. This effect doesn’t extend to barriers, such as those created by the spell’s blind spot, or to other objects that aren’t visible from the outside. Divination
Acter Lor distertion
Casting Time: 1 action
Range: 1 Hour
Duration:
This spell creates a magic window in which a creature summoned by this spell enters the animating chamber of the Nine Hells. Any creature that you choose must make a Wisdom saving throw, taking 10d6 radiant damage on a failed save, or half as much damage on a successful one. You can create a magic window by making two small bombs on the ground. Each bomb explodes when you reach a depth of 60 feet. Each bomb damages and destroys any creature that is within the spell’s area and that can be targeted by the spell. The spell ends if you dismiss it as an action. If you cast it again before the spell ends, the spell creates a new magic window for the duration, and the spell ends when the two bombs each deal 3d6 radiant damage to a creature. Evocation
Acter Lor distertion
Casting Time: 1 action
Range: 1 Hour
Duration:
This spell makes a warding spell available to you. To cast the spell, roll a d8 and fill one of the following 3 possible ways long enough for the warding spell to be cast: 1) The warding spell creates an invisible barrier between you and the warded creature (at the DM’s discretion, you might attempt an invisibility spell or a stinking cloud spell to stop it). That creature’s speed is m used, but it can’t enter a ward and can’t attack or cast spells. Alternatively, if you cast the spell, and instead cast this spell each turn as part of the spell’s casting, this spell creates an invisible barrier between you and the warded creature (at the DM’s discretion, you might attempt an invisibility spell or a stinking cloud spell to stop it). That creature’s speed is m used, but it can’t attack or cast spells. Alternatively, if you cast this spell each turn as part of the course of the magic spell, this spell creates an invisible barrier between you and the warded creature (at the DM’s discretion, you might attempt an invisibility spell or a stinking cloud spell to stop it). This barrier’s speed is m used, but it can’t attack or cast spells. Regardless of the creature’s speed at which the spell is cast, this spell doesn’t restrict its movement. If the creature moves over a barrier that you have created between you and the warded creature, the barrier is lifted, and it remains there until the spell ends, at which point it stops moving and moves out of the way. If this spell ends before the creature moves over the barrier, the creature isn’t warded from that moment on. Abjuration
Acter Lor distertion
Casting Time: 1 action
Range: 1 Hour
Duration:
This spell summons creatures of your choice whose base abilities are Strength, Dexterity, and Charisma. Choose one of the following creatures to be summoned: dragons, goblins, green dragons, ogres, oozes, or undead. The summoned creatures have advantage on saving throws against being frightened. While summoned, these creatures take only half damage from nonmagical weapons and are immune to all damage until the spell ends. In addition, the summoned creatures can’t take reactions and can’t take actions. When an affected creature makes an attack roll or a saving throw, the creature takes the attack. The creature takes the attack when it shatters or springs its saber, though it must still be sabed (your choice) and still having the correct weapon. When the saber reaches its full length, the creature then ducks and falls, attempting to block a shot that would have landed on the creature. A creature can use its action to make a Strength or Dexterity check against your spell save DC. On a success, the creature doesn’t leap, fall, or use a weapon. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can summon more than one such creature (multiple creatures each slot level greater than 7th). Necromancy
Acter Lor distertion
Casting Time: 1 action
Range: 1 Hour
Duration:
You cast this spell for the first time on a creature you can see within range. The target must succeed on a Wisdom saving throw or take 1d6 bludgeoning damage when the spell ends. Conjuration
Acter Lor distertion
Casting Time: 1 action
Range: 1 Hour
Duration:
You choose a portion of air that you can see that isn’t obscured by any sort of concealment spell or spell of 3rd level or lower. You manipulate the material to create a transparent, cylinder-like object with a 10-foot radius on the Ethereal Plane. The object is transparent only when and where it appears. The object can be part of a group of loose objects or a part of a group of objects that aren’t affected by magic. If the object has additional eyes attached to it, it emits a dim light equivalent to 120-footGOLD, which dims dim light for an additional 120 feet for the spell’s duration. The object can have one eye on it or the item and emits a deafening sound when sound is recited, which may leave the object partially transparent. The object can have a staff covering it or a jewel slot hidden behind a buckle or gem. If the item strikes an oculist, it emits a deafening sound equivalent to 120 feetWATER , which sucks up any solid matter created by the spell. Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: 1 Hour
Duration:
You create a globe of light in a 30-foot-radius sphere centered on a point you choose within range. Make a ranged spell attack against the globe. On a hit, the globe grants you a number of flying feet equal to your spellcasting ability modifier. Conjuration
Acter Lor distertion
Casting Time: 1 action
Range: 1 Hour
Duration:
You draw the attention of one creature of your choice that you can see within range. The creature must succeed on a Wisdom saving throw or be affected by magic. For the duration, the affected creature has disadvantage on attack rolls and ability checks, and can't take reactions, its actions, or the actions of its friends. The creature can choose to be charmed, frightened, or embraced by a creature of your choice, such as a god, magic user, or a legendary deity (including secret sages). Abjuration
Acter Lor distertion
Casting Time: 1 action
Range: 1 hour
Duration:
You fill a visible corridor with shadows so strong they can penetrate hard armor, light armor, and walls. A creature can take 14d6 radiant damage when it enters the room or when it makes a melee attack against a creature within 10 feet of it. If you cast this spell while you have any darkvision or dim light sources active, the shadows w as bright light and deal 14d6 radiant damage to the target. Illusion
Acter Lor distertion
Casting Time: 1 action
Range: 1 Hour
Duration:
You invoke a nonmagical force inside another creature whose material component you choose is composed of ten materials: stone, wool, bark, rope, or some other suitable mineral component. You imbue the material with a protective magic that lasts for the duration or until the spell ends. You can use a bonus action to cause the creature to shake hands with you, provided that you do so at the same time each day that you use this spell. You must have seen or heard the creature and know the material component. If the creature has seen or heard the material component, the creature has advantage on all Knowledge (geography) checks and make a simple Knowledge check (if yes) against your spell save DC. Divination
Acter Lor distertion
Casting Time: 1 action
Range: 1 Hour
Duration:
You invoke the spirits from another plane of existence, whether it be a nonmagical plane, a higher plane that extends over a celestial plane, or a celestial body outside the plane’s reach. The spirits appear in an illusion that you can see and cause the following effects to occur: • You create an instantaneous, harmless sensory effect. Such as causing plant growth to automatically occur on top of trees, triggering an instantaneous sensory effect. • You cause plants to sprout from your touch to form flowers and other plants in their natural locations for the duration. • You cause flames to leap from one plant to another and to blaze bright red or yellow flames in their place. • You create a harmless sensory effect that might otherwise be masked by an illusion. For example, you might create a harmless sensory effect that might appear to startle one creature that you choose while you are within line of sight of it’s color. Abjuration
Acter Lor distertion
Casting Time: 1 action
Range: 1 Hour
Duration:
You summon a spirit that disappears into time and into space. The spell's duration depends on the dimension you occupy. You can use this spell to summon a Large or smaller creature. The creature appears in time to when you cast this spell, and it disappears when you finish a long rest. You can’t use this spell to leave time or space for another creature. While this creature appears in time to when you cast this spell, the spell ends. Alternatively, you can end the spell as a bonus action on your turn. Conjuration
Acter Lor distertion
Casting Time: 1 action
Range: 1 Hour
Duration:
You use your action to create a replica of one of the following creatures. You can designate one creature as one of the created creatures: human, fiend, undead, or fiend demon. You can also designate several creatures from the same list and designate them as one of the two created creatures. Conjuration
Acter Lor distertion
Casting Time: 1 action
Range: 1 Mile
Duration: Instantaneous or 1 hour (see below)
You create five tiny lights within range, each one as big as a lantern. When you cast the spell, choose one of the following lights as the source of the light and animate it for the duration: a lantern, a torch, or a scimitar. • You create a nonmagical torch with an AC 20 and 15 hit points. This light burns with cold for 2d4 hours, and it emits bright light of a shade smaller than 60 feet per round for that period. • You create a nonmagical torch with an AC 20 and 30 hit points. This light burns with cold for 2d4 hours, and it emits bright light of a shade smaller than 60 feet per round for that period. • You create a nonmagical torch with an acid or gaseous form with an acid rating of 2, and you cause the torch to yield acid or gaseous form with an acid rating of 1. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of light pounds created and burned by both lights increases by two, and the flames created by any of the lights extinguish them. Ranged weapon attack rolls made with the light-taught lights or the torch created by the light or torch spell have advantage if they are made using the same attack action. Evocation
Acter Lor distertion
Casting Time: 1 action
Range: 24 Hours
Duration:
This spell allows a Large or smaller creature’s lair to grow to accommodate the living. If the place is more than 50 square feet and requires climbing, you can use an additional 2 feet of climbing rope for the space. It can be as small as a few feet on one side and as large as as a quarter of a mile on the other. When you cast the spell, you can change the size of the rope so that it is 1 inch higher, up, or behind the entrance and beyond the spell’s area. Alternatively, you can animate your own trapdoor to create a 5-foot square trapdoor that opens when an unlocked trapdoor is used. You can banish one creature you can reach into the trap if you choose. Alternatively, you can send one creature you can reach into the trap if it is at least 5 feet out toward the spell’s area (if the creature isn’t incapacitated, it can use an action to make a Strength or Dexterity check). The creature can’t attack you with a weapon attack until the spell ends. In addition, once per short rest, you can issue a verbal command to any creature you friendly toward you that is within 5 feet of the entrance to the trap, only using that command if the creature has a fear score of 4 or higher. The creature must use its reaction to obey. If the creature uses its reaction to obey approaching creatures, it takes 4d6 psychic damage, and it takes 10d6 psychic damage if it can’t see, until the spell ends. Roll initiative for the creature, which can’t be more than 30 feet away from you. On a success, the creature takes half damage and is frightened of you. At the end of every 60 days, a creature affected by this spell makes another Wisdom check. When the spell ends, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can affect one additional creature for each slot level above 6th. Necromancy
Acter Lor distertion
Casting Time: 1 action
Range: 24 Hours
Duration:
This spell exchanges a common magic egg for a blank one, filling a 10-foot cube with magical energy. Each creature in a 40-foot-radius sphere centered on a point within range must make a Charisma saving throw. On a failed save, a creature takes 2d8 radiant damage and becomes blinded for 1 minute. On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can store up to three blank magic eggs in one large, opaque container. You can create one item by putting the item onto the container and leaving a sheet of opaque parchment on the bottom. An object created by this spell also has an area of effect when you cast it, such as opening a door, opening a door to the hallway, or removing a worn-out item from a chest bag. Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute
You choose one creature you can see within range. You touch the target, or it expends 1d4 hit points for poison or radiant damage. The target regains 4d8 poison/thorn hit points at the end of its next turn, and the spell ends. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Abjuration
Acter Lor distertion
Casting Time: 1 action
Range: 30
Duration: 1 Hour
1 Hour (see below) 2 Hours (see below)You decide the location of a place on the map. You can place anything on the map that you wish, including any other objects you can see there. You can also choose to place objects on the map without having to pay any additional taxes. For example, you could place an object on the map for 1 mile, and you could place an object on the map for 10 miles. You can also place objects on the map without paying any taxes. You can also designate buildings that are on the map as being on the map for a specific purpose. The place you decide is not on the map. Conjuration
Acter Lor distertion
Casting Time: 1 action
Range: 30
Duration: 1 Hour
Choose one creature that you can see within range. You choose the creature’s location within range. The celestial, fey, or fiend’s types, if any, are based on the deity’s choice. The celestial has truesight, bardic discernment, occultation, divination, oracle. The fey spell ignores fey plants and undead and ignores fey materials found within 30 feet of it. If you cast this spell using a spell slot of 4th level or higher, the spell creates fey plants, fey shrubs, and fey trees in the same location within 30 feet of it. When you cast the spell using a spell slot of 15th level or higher, the spell creates fey plants, fey shrubs, and fey trees in the same location within 30 feet of it, but the plants are of the fey type. If you use a spell slot of 6th level or higher, the fey plant can be created there but not elsewhere within 30 feet of it. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell creates fey plants, fey trees, and fey foliage in a manner similar to how you animate, sort, or stow fey plants. Additionally, the fey plant creates a magical leaf that hovers for 30 feet between you and the spell’s area. When you use a spell slot of 4th level or higher, you can animate fey plants and fey shrubs in the same place within 30 feet of each other, and you can animate fey material in any of the locations you choose, creating fey plants and fey shrubs in the same place within 30 feet of each other. Divination
Acter Lor distertion
Casting Time: 1 action
Range: 30
Duration: 1 Hour
For the duration, a creature is able to perceive a higher power of matter. You sense the direction in which a given object is facing, the angle at which a given object is pointing, or the direction of a given motion. You can make a Wisdom (Perception) check against your spell save DC to see if the objects you sense are pointing in the right direction. If successful, the check grants the creature the ability to see in this way, even if it is in the opposite direction. Illusion
Acter Lor distertion
Casting Time: 1 action
Range: 30
Duration: 1 Hour
This spell allows a creature’s magic item to teleport you to a place that you specify. The destination is an object, such as a book, a book of commands, or a piece of magic that might be able to hold your object. You can suggest a location or a password that might be difficult to remember. Alternatively, you can suggest a password that might allow an attacker to read your password without leaving a password-protecting memory. If you cast this spell without first thinking through the options presented, the spell ends when you cast it or when you dismiss it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create multiple teleportation portals for each slot level above 3rd. Conjuration
Acter Lor distertion
Casting Time: 1 action
Range: 30
Duration: 1 Hour
This spell allows certain potions of temporary effect to disappear forever if they are used or consumed within the last 30 days (the duration is a semverary period, after which time they no longer apply). For example, if you have a potion of cure mutation in your possession that is no longer active and can be no longer applied, a potion of restore abilities that are no longer active and a potion of cancellation abilities that are no longer applied immediately after using them, if they are no longer in effect, to reappear within 30 days after using them. You can use this spell only once. The spell creates no effect other than to teleport you and to grant you temporary teleportation powers. This spell is cumulative with other similar spells of similar power. Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: 30
Duration: 1 Hour
This spell exchanges one element of an element you touch with another element of one you touch, such as air, earth, fire, or water. Water . Moderate maelstrom. Affected creatures in the water. Medium . Large . Tiny. Affected creatures in the air. Huge or smaller. Affected creatures in the ground. Affected creatures in a certain manner. Evocation
Acter Lor distertion
Casting Time: 1 action
Range: 30
Duration: 24 Hours
A creature uses its action to move up to twice as fast as normal for each of its turns. You can make the move as a bonus action on each turn you spend concentrating on it. Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: 30
Duration:
A halfling named Tenebrae emerges from the depths of a floating sauna to help fill a hungry dragon that's starving. You choose the element of surprise. If you feel that a creature is about to enter the sauna for the first time in a year or for the first time in its entire life, you have the element of surprise in effect. Each time the creature enters the sauna, it makes a Constitution saving throw. On a successful save, the creature awakens in a comfortable and natural location in a location normally occupied by beasts or humans. Alternatively, if you succeed on a saving throw and the creature awakens from its trance state before the spell ends, it awakens again in an unoccupied space within 30 feet of the sauna. If you use your action on a later turn to return to your normal physical plane, the creature wakes up in an unoccupied space occupied by the creature. Divination
Acter Lor distertion
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes
You call forth spirits to protect you. They flit around you to a distance of 30 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. 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. Conjuration
Acter Lor distertion
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 day
This spell creates a random, unprotected area of ground to the ground- a specific portion of which is covered by a spell’s force field. The field extends into the sky and moves with it, forming a horizontal barrier that vanishes when a creature takes damage. When a creature enters the barrier for the first time on a turn or starts its turn there, it takes 12d6 force damage, and so on until the spell ends. A creature is immune to this damage for the duration, or until it chooses another spell of 4th level or lower, after which it can’t take this damage. You can use your action to create a small, harmless, invisible barrier that prevents effects that specify an area or spell from being performed on it. Choose one of the following creatures to create the barrier on. One of the creatures must be on the ground before you cast the spell. Another creature can use its action to create a small, windproof barrier on the ground that is 10 feet tall and doesn’t exceed 10 feet high. You choose the creatures described below. When you create the barrier, you can target one additional creature for each affected creature. When you target a creature with an evil emissary spell, the creature creates a new message for that spell target, which then disappears while it remains within the barrier. Enchantment
Acter Lor distertion
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
This spell activates for the duration of a creature’s turn or until the target makes an Intelligence check. The check succeeds if you are dealing with an undead. If you are, the turn lasts until the spell ends, and an alarm sounds. When an alarm sounds, each creature in a 30-foot-radius sphere centered on that creature makes a Wisdom saving throw. On a failed save, the creature takes 4d12 necrotic damage. On a successful save, the creature takes half damage, and half if it isn’t charmed by a willing creature. Evocation
Acter Lor distertion
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
This spell makes creatures of your choice that you can see within range magically appear when you cast the spell. You can bring along objects as long as their weight does not exceed what you can carry. You can also bring along objects as long as their weight does not exceed what you can carry. If you bring along a Huge or larger object, its weight is not affected. Thus a Huge or larger object created by this spell weighs 6 pounds less than it would have been if you had carried it with you. As a bonus action on each of your turns after the spell ends, you can dismiss this spell. Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You create a magical link to another intelligent living being. The link leads to an unoccupied space within range, up to 10 feet of the target, or to a location within range that is entirely beyond the creature’s ability (such as on a wall, a ceiling, or in an area entirely obscured by fog). The link can hold as many as 100 willing creatures (your choice which creature’s slot you use when you create the link). The link can also bring its own creature into the link (if it’s a Huge or smaller creature or creature or Huge or smaller creature), or create an instance of the link from scratch (using an on-demand activity, such as reading a book, that requires no other activity and that only the creature can undertake) to the target’s space. An instance of the link can be summoned into the link (up to its full size and dimension) to bring a creature of your choice that you can see within the link’s space to your space. To the target’s space, you must choose a different link, or you instantaneously invoke the link on the creature summoned. If you instantaneously summon a second link, the second link disappears immediately after the first one. The second link remains summoned until the spell ends. If you instantaneously invoke the link on a creature, the creature or a second link is created, expiring when you cast this spell. Divination
Acter Lor distertion
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You create a magic circle on the ground that contains a potion or a similar substance. Until the spell ends or the spell ends, an unwilling creature that drops the potion or substance and enters the potion or substance into a void location must make an Intelligence saving throw. When the spell ends, the spell remains in the spell’s effect until the creature enters the place or, if possible, for 1 hour straight. An unwilling creature can use an action to make a Wisdom saving throw. On a success, it can use its action to exhale the potion or substance in an unoccupied space within 5 feet of it. As an action, you can move the circle up to 30 feet in a straight line. If you create a vortex at the center of the spell, you can use this spell to move it up to 20 feet in a straight line. If you create a trench or a trench between the circle and the ground, you can use this spell to create a trench on the ground. You can use the trench to create openings in the ground—for example, you can use this spell to cause a trench made of human soil to become a trench made of stone. As an action, you can move the circle up to 30 feet in any one direction. If you create a trench made of borax or thread, you can use this spell to move it up to 20 feet in any one direction. A trench made of borax or thread can be made from any material created in this spell’s area, so long as it isn’t being worn or carried by another creature. Once this spell ends, the contraption vanishes, and you can use your action to break the trench and regain some of its dimensions. Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You invoke the spirit of nature to draw water from your land and to sustain it until that land drops to 0 hit points. Choose one creature that you can see within 30 feet of you and that can’t take reactions. It can’t attack you, but it rolls a d 100 to find out what creature it is. It also determines what conditions it will face in the event that it fails the spell. The creature takes 10d6 bludgeoning damage, is knocked prone, and has AC 15 and 25 hit points, respectively. The creature has resistance to bludgeoning damage. During the duration of the spell, it takes 20 bludgeoning damage on each of its turns, and it is subject to the halts learned in monk school. Conjuration
Acter Lor distertion
Casting Time: 1 action
Range: 30 days
Duration:
Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: 30
Duration: Instantaneous
Choose a creature that you can see within range. You and any creature within 5 feet of one of you that you can see must make a Wisdom saving throw. Any creature affected by this spell makes the saving throw with disadvantage. If the affected creature fails the save, it can’t speak a line or take any other action. The affected creature takes 20 radiant damage on a failed saving throw. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, a number of times per day equal to 1 hour increases by 1 for each slot level above 6th. Conjuration
Acter Lor distertion
Casting Time: 1 action
Range: 30
Duration: Instantaneous
Choose a magical object that you can see within range and that fits within a 5—foot cube. You create that object, and any spell of 3rd level or lower fails to apply to it. The object appears in a place within 5 feet of you, that spell fails and the object is wasted, and the spell ends when the object is no longer needed. The object is obviously magical when you cast it, because any effect that removes magic there transforms the object into a spell or a spell of 3rd level or lower. This spell ends when the object is no longer needed, if you cast it again. Divination
Acter Lor distertion
Casting Time: 1 action
Range: 30
Duration: Instantaneous
The blade is a silver and black gemstone that appears at the center of a target creature’s space within range. The appearance of the blade is as smooth as marble, and it glows in the presence of a willing creature. The blade glows for the whole spell’s duration, leaving behind a bright silver and gold shimmer, a shimmering gemstone, and a dull, faded red hue. To a creature other than you, the blade appears as an invisible mark that prevents it from approaching or blocking a creature’s path. A creature can make a Wisdom saving throw to resist this spell. If it succeeds, the spell ends for that creature, and it is blinded until the spell ends. Abjuration
Acter Lor distertion
Casting Time: 1 action
Range: 30
Duration: Instantaneous
When a creature moves into a place within range for the first time on a turn or starts its turn there, the creature takes 5d8 necrotic damage. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Necromancy
Acter Lor distertion
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You choose one object that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: - You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage. - You cause the object to glow red-hot. This change lasts for 1 hour. - You change the object’s color or opacity. If you are the target, you can use an action to change its color or opacity. You or someone else can make a Wisdom saving throw to end the effect. - You cause the object to emit a magical whistle. The whistle is audible within 5 feet of the object. It recites a song that you choose that has a different melody than the one you chose. It should be played only once a day for a year. - You cause the object to glow red-hot. This change lasts for 1 hour. - You cause the object to emit a magical flame. This change lasts for 1 hour. - You transform the object, which has a different melody and melody - must fit within a 5-foot cube. The object must be of a form and material that you can understand. If the object is composed of multiple materials, use the shortest and most recent material. - If the object is composed of multiple materials, use the most recent material. This change lasts for 1 hour. - You cause the object to emit a special magical effect. Choose an object created by a spell or magic item. When the spell ends, the object explodes in a 20-foot-radius sphere centered on that object. Each creature within the sphere must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the area from where it landed. Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You create an illusion that appears to be a creature that you manipulate. The image appears to be an illusion made up of text, shapes, colors, or other visually significant qualities. The image lingers in your memory and can be as small as an obscenity in size, up to 2 inches in diameter, as small as a letter or as large as a fourth letter. To create the illusion, shape, or appear to be a creature, cast this spell as normal. Choose any spell you cast, as well as any spell you cast that targets only one of the following creatures or targets one of the creatures you choose, and those creatures appear to be created by spell of 3rd level or lower. If you cast this spell using a spell slot of 6th level or higher, the illusion becomes a copy of the creature it duplicates, if you choose. Illusion
Acter Lor distertion
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You summon a spirit that assumes the form of a dragon and begins fighting in your presence. Choose one creature that you can see within range, which must make an Intelligence saving throw, and it leaps into the fray. Creatures within 10 feet of you automatically succeed on the saving throw each round for the duration. If you don't, the creature takes 1d6 cold damage, and it takes 1d6 radiant damage when it uses its reaction to enter the fight. For the duration, the creature has disadvantage on attack rolls against targets within 5 feet of it and can’t use reactions. The creature is hostile towards you and creatures within 5 feet of it have disadvantage on attack rolls against targets within 5 feet of it. Conjuration
Acter Lor distertion
Casting Time: 1 action
Range: 3 Hours
Duration:
You create a magic circle on the ground that you can see within range, centered on a point you choose within range. You can create the circle as a ranged spell attack. On a hit, a creature might be drawn to the circle, causing it to glow red and cause flame to leap from its pointed tips. The flames appear to be made of mist, which floats on the ground and is shimmering green and blue under your laying hands. As a bonus action on each of your turns thereafter, you can move the circle up to 60 feet in any direction. A creature must use its movement to move the circle when you make an attack roll or a cast this spell. If you move the circle while you are paying its spellcasting cost, you make the magic circle disappear from your mind, leaving behind no discernible effect. Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: 5
Duration: 10 minutes
You fill a 10-footx10-foot cube with shadow in an unoccupied space of your choice within range. The shadow lasts for the spell’s duration. You choose between two possible effects when you cast the spell: darkvision, blindsight, or darkness—if you have darkvision, you can’t see in the light. The darkvision effect can be turned on or off in the creature’s mind, based on its physical condition and other factors, such as the creature’s size or weapon proficiency (you decide). If you have light and light vision, your condition is met. If you have darkness and light vision, your condition is met. While this spell is in effect, you can use an action and make a Wisdom saving throw to see if any creature is aware of the illusion. If you succeed, the spell ends. Illusion
Acter Lor distertion
Casting Time: 1 action
Range: 5
Duration: 1 Hour
This spell sends a magical or magical animate object hovering over an area in a rusted, worn, or worn out state to a condition that becomes permanent and lasts for the duration. An object that remains hovering might cause disease, poison, or even death. It can’t harm a creature or animate an object. An animate object spell ends for it if you cast this spell again. Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: 5 Days
Duration:
This spell can polymorph a Large elemental or a Huge or larger elemental. You choose the elemental’s types, which can be any of the following: celestials, elementals, fey, fiends, or undead. Your spell imbues the bonded elemental with a protective magic, such as a steed’s strong bond or the unique power of a demon’s talisman. If the elemental fails either a saving throw or a saving throw against a harmful attack, it makes a Wisdom saving throw at the end of each of its turns to try again. The saving throw fails. It is possible for the bonded elemental to slip back into the attacker’s party, leaving the creature incapacitated. Beastform Duration 1 Day This spell shapes and shapes up until your next turn. You know the following statistics. • You gain a +2 bonus to AC for the duration, and you regain hit points equal to half the bonus amount by the end of that spell’s next turn. • You have advantage on all Strength, Dexterity, or Constitution saving throws. • You can use your action to create a ward on up to 30 feet of nonmagical carpet in order to keep an undead aligned with you while you are casting the spell. • You can cast this spell with a 30-foot radius, up to three times per day. • You can animate dumbbells, blocks, or similar structures as long as their height is less than 30 feet. If you create a structure with a 30-foot radius, you must spend 4 feet of movement for each way up. While the structures are in motion, creatures that can use movement is also affected by the spell. A single dumbbell or similar structure can be destroyed by an attack. Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: 5 days
Duration:
You choose a location where the game reveals that you and a creature of your choice that you can see within range are among those whose alignment is aligned with that of the target that you choose. A creature that must make a Wisdom saving throw against this spell on a success means it has disadvantage on the saving throw. A creature that succeeds on a saving throw against this spell ends its turn there. On a failed save, the creature has disadvantage on the saving throw until the spell ends. If you cast this spell again on a creature that isn't within 60 feet of you, the spell ends. Conjuration
Acter Lor distertion
Casting Time: 1 action
Range: 5
Duration:
Duration: 1 hour
Acter Lor distertion
Casting Time: 1 action
Range: 5
Duration: Instantaneous
You decide the course of a battle. Choose one creature that you can see within range, and you create a circle on the ground within range that lasts until the spell ends. This circle is composed of up to four creatures, each of which can be a different creature than you. The creature must be within 30 feet of you (the spell ends without dealing damage) when it appears. That creature is protected by a barrier, but it can swim, run, and attack through the barrier, and it can pass through it, making its own passes and avoiding the barriers, as well as make both straight trips and stops in front of you. The spell closes blinds, psychic barriers, and similar barriers, making them less than 10 feet thick, and creates such barriers as long as the creature is within them. If the barrier is small enough, any creature immune to it is forced to make a Dexterity saving throw. On a failed save, the creature can spend 1 Dash moving up to its speed, but its movement ends on a successful save. The spell ends if you defend against a melee attack using a weapon against the creature; if you move more than 100 feet from the creature to defend it, that creature can make another attack against it. When you cast this spell, you decide what kind of creature the creature is and how it moves, using statistics from the game rules. If you cast it early and have the creature hit before you choose a creature type, that creature ends its turn in a location where it can’t be targeted by spells or by other means, such as by being driven by evil spirits or attacked by siege engines. Conjuration
Acter Lor distertion
Casting Time: 1 action
Range: 5
Duration:
The time it takes to pour magic from one weapon to another is a time-lapse spell. It lasts for the full duration of the spell, or until all of its effects finish, your spell ends, or the spell is cast again. If you cast this spell as a bonus action on a subsequent turn, you can use your action to interrupt the pouring of magic by raising another creature’s speed equal to your spellcasting ability modifier + your proficiency bonus. Both creatures take 10d6 radiant damage on a failed save, or half as much damage on a successful one. Moreover, the creatures can’t become animated for 24 hours straight. You can have up to three creatures animated at a time, or one creature that can animate and withers if it falls unconscious. Both reactions trigger at the same time, and the duration depends on the kind of creature you animated. When you use an item created by the spell to make an animated or a wither attack, you make the attack roll with advantage. The item also makes the attack roll with advantage. If you make an attack roll with advantage, the creature’s speed is also reduced by half until it regains hit points. While the animated creature is animating the wither, it can use an action to make a new one using only its second use of the action, if needed. As an action, it can make another new one using only its second use of the action, or it can use one of its action to make a new one using the new one using its action. Both new and original creatures magically animate as normal. If you create an animatic of two creatures animating spells and another creature animating an action that requires slashing or piercing, the animatic animates the first creature’s withering attack until it makes the appropriate attack roll, or you can expend one of the animatic’s attacks to cause both creatures to reanimate and animate as normal. If you create an animatic of two creatures animating spells and another creature animating an action that requires creating a new spell, you animate both the two creatures at the same time, and the animatic animates the spell’s first and second attacks with as much force as possible. Both animations yield the same spell’s effect (if any), though neither has to use magic. Animate Dead The moment a creature’s soul or body attains maturity, it dies, leaving only its soul and spirit to take up a new life in its body, at the DM’s option. For the duration, a creature is considered a living creature and can’t become one with the dead and is immune to its diseases. Any creatures who are damaged when the spell ends or die as a result of dropping to 0 hit points are buried alive. Necromancy
Acter Lor distertion
Casting Time: 1 action
Range: 5
Duration:
You call upon the power of Lorcan's magic to reshape an area in your hand. For the duration, that area has 10 feet of exposed dirt and 20 feet of exposed floor. In place of the floor, the ground becomes difficult terrain under the spell. In addition, when a tower or a room falls on the terrain, it takes 1d10 fire damage, and it can’t extinguish it until the spell ends. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. The spell ends if the exposed floor, exposed ceiling, or exposed tower or room is destroyed or the spell ends. Evocation
Acter Lor distertion
Casting Time: 1 action
Range: 5
Duration:
You cause up to three misty orbs to fly out from inside a creature’s chest, behind its chin, at point blank range. Each object affected by this spell, associated with that creature by a creature category, and touching any number of creatures within range automatically destroys the spell and its components. Each creature affected by this spell must make a Wisdom saving throw. On a failed save, the creature takes 2d6 cold damage and is deafened for 1 minute. On a successful save, the creature takes half as much damage and isn’t blinded. Once it takes damage or dies, the spell ends, and creatures affected by it have disadvantage on attack rolls against them until the end of their next turn. Conjuration
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: 10 minutes
You turn invisible creatures if they are within range. The effect is permanent and appears in an unoccupied space that you can see within range. If you cast this spell while you have a Memory of Worlds slot, you can use that slot to turn the target invisible and keep casting, and you can dismiss such a spell as an action. Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: 12 Hours
This spell makes creature magic more effective. Choose one of the 《Divine Word, 《Nephromancy of Silence, 《Witchcraft of Earth and Water, or 《Abjuration of Lightning or Force Lightning or Force Lightning Bolt). Conjuration
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: 1 Hour
A creature emerges from the depths of the Underdark to take on the form of a lich. A creature of the type you choose must make a saving throw each time it attempts to cast a spell of 4th level or higher, or it must succeed on a Wisdom saving throw. The creature regains expended hit points for the duration. While in the form of a lich, you can use your action to deal 1d4 necrotic damage to one creature within 8 feet of you. The creature regains expended hit points for the duration by gaining a number of temporary hit points equal to twice the spell’s level. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the maximum number of temporary hit points a creature can have also increases by 2 for each slot level above 5th. Necromancy
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: 1 Hour
For the duration, your words fill a 15-foot cube within range, with one exception: words of no greater power can’t be conjured there. When you cast this spell, you make the words appear as a cloud of mist, which lasts until the spell ends. When you make a spell’s final words, you choose a cloud composed of words, which appear to be words of a sort. The words appear within 30 feet of each other and animate as a cloud until the spell ends. Each creature that can see through a creature’s eye sees a written message written on the ground sent to its parents or grandparents. The message, written in a tongue that is unintelligible, might read, "My beloved lord," or "I am surrounded by clouds," to your opponents. If you cast this spell on the same spot every day for 30 days, you can have up to two words written on the ground sent to you. You can also set spells of royal, holy, or magical origin to end this spell early, if you choose, but it might take longer to end. Divination
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: 1 Hour
This spell affects up to three creatures that you can see within range. The target must make a Wisdom saving throw. On a failed save, the target takes 10d6 cold damage, or half as much damage on a successful save. When the spell ends, any creature that was also affected by the spell is restrained and must make the saving throw at the start of its next turn, or the spell ends. Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: 1 Hour
This spell grants you an ability with which you are proficient. Choose one creature you can see within range, such as a car, van, or scoot of some sort—including itself—to remain within 5 feet of you and instantly disappear. This spell has no immediate effect on you or on any creature within 5 feet of you. You instantly teleport a creature you d33 the creature’s size or smaller, or a Huge or smaller creature up to reach you, back to your current plane of existence. Abjuration
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: 1 hour
You create a magical ring out of the remains of any corpse you choose that you can see within range. You can use a bonus action to dismiss the spell as an action, and the spell ends for that creature. You can also dismiss the spell as a bonus action on each of your turns. Conjuration
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration:
1 Hour�You create a spell that lasts for the duration. You can make or receive an attack or a spell of some kind. You can make or receive a short or long attack, a move action or a special ability that deals an extra 1d6 damage. If you cast this spell once, you can repeat the spell on a subsequent trip. You can also make or receive an attack or a spell of some kind, such as a slam attack or a feint attack. Conjuration
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You draw a circle in the air. The circle is made up of a thin line formed by a thin line extending from the center to the end of the circle. A creature that ends its turn in the line must make a Strength saving throw. On a failed save, a creature takes 2d6 bludgeoning damage. On a successful save, a creature takes half as much damage. Transmigration
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You reach into the mind of one creature you can see within range, distorting the face of that creature until it appears as though it were diseased and/or devoured. The target must make a Wisdom saving throw. On a failed save, the target takes 1d4 necrotic damage, and the spell ends. On a successful save, the spell ends for you and your companions. When the spell ends, the damaged target regains 500 hit points, and it can’t regain all its hit points until the spell ends. If you cast this spell without first preparing a skeleton or other suitable gear, you create a simulacrum, issuing a strangled shriek to the creature so severe that it dies. While unconscious for the duration, the creature can’t speak, and it is blind to sound. While conscious, the simulacrum can’t move or take actions. The spell ends for you and your companions if they take a -2 penalty to their attack rolls or class skills against targets within 30 feet of you. Necromancy
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: 1 Hour
Your journal reveals rare secrets from the past, present and the future that were lost to time and space. You write down what you know or have seen, what you could have done differently, and maybe even changed your future. This spell can reveal hidden information about yourself, your past and future, as well as statistics about your companions, allies, enemies, and more. You learn as much as you can about a creature as it can remember, from food to weather to magic items to circumstances that could have led to its defeat. So when you cast this spell, you learn what happened to other creatures over time, and what might have happened if you had known about those events. You also learn statistics about your companions, allies, enemies, and more, which might have affected your future. You must make these decisions for each creature you cast this spell on, and then use your action to reroll those rolls. At the end of each of your turns, you can use a bonus action to mentally decide which of your companions are particularly important to you. You can choose one creature you can see and that can be within earshot of another creature. Regardless of its alignment, the creature obeys whatever orders it is given, and if it is commanded to move to the other creature’s expense, it does so. The creature moves as far as possible from the direction of your choice before moving to a place where you can see it. You can use this spell only to move one additional foot above the Ethereal Plane or to move from one side of the plane of Ethereal Plane to the other. Divination
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: 2 hours
1 hour, up to 1 hour in any of the following locations: underground, abandoned, or on the sea surface. Conjuration
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: 8 hours
A spectral army appears and hovers in midair, hovering at least 50 feet above the ground. Any creature within 5 feet of the entity when it appears must make a Constitution saving throw. On a failed save, it can target an extra creature for the attack by making a Strength or Dexterity saving throw. If multiple creatures have failed the saving throw, they each take 1d10 lightning damage on a failed save. The creature can take the additional 2d6 lightning damage on a successful one, and the creature takes half as much damage on a failed save. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Enchantment
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: 8 Hours
This spell creates a pillar of green light on the ground at your feet that lasts for the duration. You choose the location of this pillar. It lasts for the duration or until you move to a different location on the ground. You can create one hundred twenty-five-foot squares on the ground when you cast this spell. When you create the pillar, you choose a point you can see within range. You can see three hundred feet away from it and can’t see planes, or objects, that can be seen more than 3,000 feet. If you cast this spell there is a 40 percent chance that other creatures are blind or have trouble seeing. Illusion
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration:
Concentration
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
You transform up to ten creatures of your choice that you can see within range. An unwilling target must succeed on a Wisdom saving throw to resist the transformation. An unwilling shapechanger automatically succeeds on the save. Each target assumes a beast form of your choice, and you can choose the same form or different ones for each target. The new form can be any beast you have seen whose challenge rating is equal to or less than the target’s (or half the target’s level, if the target doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast, but the target retains its hit points, alignment, and personality. Each target gains a number of temporary hit points equal to the hit points of its new form. These temporary hit points can’t be replaced by temporary hit points from another source. A target reverts to its normal form when it has no more temporary hit points or it dies. If the spell ends before then, the creature loses all its temporary hit points and reverts to its normal form. The creature is limited in the actions it can perform by the nature of its new form. It can’t speak, cast spells, or do anything else that requires hands or speech. The target’s gear melds into the new form. The target can’t activate, use, wield, or otherwise benefit from any of its equipment. Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 day
You invoke a devil within range for the duration. The devil appears in an unoccupied space that you can see within range and lasts for the duration. When the devil appears, it disappears and all its statistics are replaced by the statistics of the creature. It is under the rule of a god whose alignment you are familiar with (if that creature is not a deity). If that creature rules a creature that rules itself (such as a creature that treats you as a friend), the creature doesn’t deal magic damage and can use reaction to end the spell. At Higher Levels. When you cast this spell using a spell of 7th level or higher, you can target one additional creature for each slot level above 6th. Abjuration
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
A construct whose price is high rises. When a creature takes 6d6 fire damage or less from a casting of this spell at a point you choose within 10 feet of you, you can halve the damage for each creature affected by the spell by as much as ¼ the weapon's normal damage. A creature takes half the normal damage. Evocation
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
Instantaneous You create a ward on a creature you touch that lasts for the duration. Creatures of that kind can’t be targeted by this spell. One layer of protection from light makes this a natural construct. You can cast this spell with a -2 penalty to the spell’s effect, and you need not use it again until you finish a long rest. Conjuration
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 1d6 radiant damage to the target, which becomes visible if it’s invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd. Evocation
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
This spell allows you to speak certain words in an enclosed space, causing the spoken words to appear to be of one language, a language known to the creature’s creator. Choose any number of willing creatures that you can see within range and line up the words you wish to speak. At the end of each of its turns, you can use a bonus action to cause a speaking creature to make a Wisdom saving throw. On a successful save, the creature takes 12d6 psychic damage and is no longer frightened by you. The spell ends if you or a willing creature you choose for this reason or if you or an unwilling creature use another action during its turn are affected by it. Illusion
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
This spell creates an instantaneous, invisible, immobile, floating object that disappears when a creature moves into it. If you cast this spell while you have two or more levels of Intelligence and you have the Spellcasting ability, you have the ability to see through the object, which has AC 5 and 20 hit points, as well as being able to see 10 feet out of a 10-foot-radius sphere centered on that creature for the duration. The object is immobile while you are within 10 feet of it, preventing it from fully traveling up to 30 feet in a straight line. In addition, when you cast this spell while within 500 feet of a creature or while on a creature type familiar or higher in the class hierarchy, you can cause the object to vanish instantly, appear only to be hovering in the air and vanish when fully charged. Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You choose one creature of your choice that you can see within range. The target must make a Wisdom saving throw. On a success, the target takes only half damage on the saving throw. On a failed save, the target takes only half damage on the attack roll. When you cast this spell, choose the target. If you target a creature, it must succeed on the saving throw. If it fails, it takes only half damage on the attack roll. When you cast this spell again for the duration, choose a different target. The target can make a Wisdom saving throw at the end of its next turn. On a success, the spell ends. Conjuration
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You choose one of the following effects when you cast this spell. A creature takes 4d6 lightning damage and is knocked prone at the end of its next turn. Gusts. A windy day disperses clouds, creating a 20-foot tall cloud sheltering you and 6 feet of climbing rope surrounding you. Downdraft. You cause flames to leap from the ground at a rate of 660 feet per round until the spell ends. Each creature that starts its turn in the fire, regardless of level, must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. Part Flame. You cause a flame to leap from the ground at a rate of 660 feet per round until the spell ends. Each creature that starts its turn in the fire, regardless of level, must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. Smoke. A puff of smoke, equal to 1d6 + your spellcasting ability modifier, erupts from you and moves with you, remaining centered on you and heating up over time. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it. Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a spectral servant within range. Choose a rock, tree, swamp, crevasse, or a pile of rubble; choose a piece of rock that you can see 10 feet across, up to 80 feet deep, or a chunk of rock up to 60 feet across and 1 inch thick. You animate the servant, which has a climbing speed of 60 feet for the servant and an attack bonus against attack rolls prepared by the material component (your choice). The servant disappears immediately after you cast this spell. You can use a bonus action to automatically succeed on all physical attack rolls against these creatures. While you have the simulacrum, you can use your action to mentally command it, telling it to follow your instructions to the best of my knowledge. It disappears when the spell ends. Illusion
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create one hundred silver or red-white cubes of energy that can be interacted with by creatures of your choice within range. They can be one- or two-person-sized; two-person-sized creatures can be created. You can use your action to create one creature of your choice within range. Make an attack roll with the cube. The cube has a radius of 10 feet. Each creature in the cube has AC 15 and 30 hit points. The cube can contain up to 8 creatures. Each creature in the cube must make a Constitution saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The cube can also contain up to 10 creatures. The cube is a large, open space, with a floor and a roof. Each creature in the cube must make a Constitution saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Creatures in the cube must make a Strength saving throw. A creature takes 5d6 bludgeoning damage on a failed save. A creature in the cube must also make a Strength saving throw. A creature takes 10d6 cold damage on a failed save. Conjuration
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You imbue a creature you touch with an illusion. You know the illusion, but you can't see it. Until the spell ends, that creature is blinded and deafened. As an action, you can put the illusion to sleep, gaining some of the benefits of that sleep. For the duration, a creature blinded by the illusion can use an action to exhale a small spray of mildew from its body at targets within 30 feet of it. Make a ranged spell attack for the creature blinded by the illusion. On a hit, the target rolls a d10 ‖ 16 or higher and takes half as much damage. Evocation
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You make an aura around yourself that is either permanent or you create an aura around someone that you can see within range. The aura lasts for the duration, and it emits bright light in a 20-foot radius and dim light for an additional 20 feet. When you cast the spell using a spell slot of 7th level or higher, the aura emits a faint blue glow, and you can use a bonus action to cause the aura to erupt into a cloud of yellow and green energy, dealing a total of 50 thunder damage to the target. The aura spreads around corners. When the aura disperses, each creature within 5 feet of it must make a Constitution saving throw. On a failed save, the creature takes 2d8 thunder damage, and it is knocked prone. The spell ends early on a creature that you can see within 5 feet of the aura or one that can see the aura (such as the target) for 1 minute. If you cast this spell again, the spell ends early on a creature that can see the aura or one that can see the aura (such as the target) for 1 hour. A creature that can see the aura (such as the target) takes 2d8 thunder damage. Evocation
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You point your finger toward a creature within range and force it to make a Dexterity saving throw. The target takes 6d10 bludgeoning damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs. As an action, you can mentally command any creature you m within range to slam the creature into a pillar of rock, causing it to make a AC 15 Strength saving throw. On a success, it wastes its action and can’t use its action to attack you until it has seen what you have done. If you w eres a Large or smaller creature, make an Intelligence (Investigation) check against your spell save DC. If successful, you get a list of possible outcomes for each object that you have knocked out. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can animate two objects with a successful DC 15 Intelligence (Investigation) check against your spell save DC. These objects become objects when their initial hit point is equal to or less than the maximum number of hit points of your choice at this time, but they no longer need to be there to create objects. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can animate two objects with a successful DC 20 Intelligence (Investigation) check against your spell save DC. A creature that uses its action to examine one of these objects can determine that it is made of stone and move accordingly. A creature’s speed is halved in the area, and if it moves beyond the halved speed, it falls. Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You touch or manipulate one willing creature of your choice that you can see within range. The target must succeed on a Wisdom saving throw or take 2d6 psychic damage. The spell ends if you or the target fails the saving throw. The target becomes a willing creature for the spell’s duration. If the target is undead, it becomes a corpse for the spell’s duration. If you or the target are both undead, you gain no benefit from this spell. Conjuration
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
This spell allows a creature of your choice that you can see within range to speak three words without triggering the casting of any spell, even if that spell requires an Intelligence score of at least 2. Abjuration
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
This spell calls forth the spirits of nature at your command to protect you. Choose spirits that have the following properties: • You grant nature-imitating ability to one humanoid of your choice that you can see within range. • You grant nature-ending ability to one humanoid of your choice that you can see within range. • You grant nature-ending immortality to a living creature that died as a result of overpopulation. • You grant nature-ending mental or mental retardation to a creature that died of old age, natural causes, or a natural disease. • You grant nature-ending mental retardation to a creature that died of old age, natural causes, or a natural disease. • You grant nature-ending physical or mental damage to a creature that died as a result of being overpopulated. • You grant nature-ending physical or mental damage to a creature that died of old age, natural causes, or a natural disease. • You grant nature-ending physical or mental damage to a creature that died of old age, natural causes, or a natural disease. • You grant nature-ending physical or mental damage to a creature that died of old age, natural causes, or a natural disease. • You grant nature-ending physical or mental damage to a creature that died of old age, natural causes, or a natural disease. • You grant nature-ending mental retardation to a creature that died of old age, natural causes, or a natural disease. • You grant nature-ending physical or mental damage to a creature that died as a result of being overpopulated. • You grant nature-ending physical or mental damage to a creature that died of old age, natural causes, or a natural disease. • You grant nature-ending physical or mental damage to a creature that died of old age, natural causes, or a natural disease. • You grant nature-ending physical or mental damage to a creature that died of old age, natural causes, or a natural disease. • You grant nature-ending physical damage to a creature that died of old age, natural causes, or a natural disease. • You grant nature-ending physical damage to a creature that died of old age, natural causes, or a natural disease. • You grant nature-ending physical damage to a creature that died of old age, natural causes, or a natural disease. • You grant nature-ending mental retardment to a creature that died of old age, natural causes, or a natural disease. • You grant nature-ending physical damage to a creature that died of old age, natural causes, or a natural disease. • You grant nature-ending physical damage to a creature that died of old age, natural causes, or a natural disease. • You grant nature-ending physical damage to a creature that died of old age, natural causes, or a natural disease. • You grant nature-ending physical damage to a creature that died of old age, natural causes, or a natural disease. • You grant nature-ending physical damage to a creature that died of old age, natural causes, or a natural disease. • You grant nature-ending physical damage to a creature that died of old age, natural causes, or a natural disease. • You grant nature-ending physical damage to a creature that died of old age, natural causes, or a natural disease. • You grant nature-ending physical damage to a creature that died of old age, natural causes, or a natural disease. • You grant nature-ending physical damage to a creature that died of old age, natural causes, or a natural disease. • You grant nature-ending physical damage to a creature that died of old age, natural causes, or a natural disease. • You grant nature-ending physical damage to a creature that died of old age, natural causes, or a natural disease. • You give nature-ending physical damage to a creature that died of old age, natural causes, or a natural disease. • You give nature-ending physical damage to a creature that died of old age, natural causes, or a natural disease. • You give nature-ending physical damage to a creature that died of old age, natural causes, or a natural disease. • You give nature-ending physical damage to a creature that died of old age, natural causes, or a natural disease. • You give nature-ending physical damage to a creature that died of old age, natural causes, or a natural disease. • You give nature-ending physical damage to a creature that died of old age, natural causes, or a natural disease. • You give nature-ending physical damage to a creature that died of old age, natural causes, or a natural disease
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
With a weapon drawn and drawn from your hand, you create a burst of magical energy that causes magical runes on one creature that you can see within range and that can fit into the hand of another creature of your choice within 60 feet of you. The target must succeed on a Wisdom saving throw or become blinded until the start of your next turn. At the end of each of your turns until the spell ends, the target can roll a d4 Constitution saving throw to regain 60 hit points (at the start of each of its turns). As an action, you can mentally command any creature that can cast the spell to lead a protective charm on itself that targets you. The creature must succeed on a Wisdom saving throw or its magic circle is pulled toward you and magically restrained until the spell ends. As an action, you can command the creature to raise its wand level by one level. Make the casting choice before deciding which creature to command. (You can specify a line of magic that punishes the creature for provoking the spell, such as with the warding cantrip, or you can specify a magic that punishes the creature for telling the warding spellcasting spell to end automatically, such as with the druid cantrip or the holy water war) At any time, the creature that uses an action that requires movement, such as before it makes a Wisdom saving throw, makes a Wisdom (Arcane) check against your spell save DC. If it succeeds, the spell ends. Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You call out to the spirits of dead men and women to be buried in masonry until the spell ends. The dead men and women float in the air, facing a circular chamber that has a diameter of 60 feet and a height of up to 50 feet. The chamber is filled with soft, translucent fog that lasts for the duration. The fog obscures only creatures and structures within the spell's area. Any creature that enters the area and can’t pass through the area remains trapped. Any creature inside the chamber must make a Dexterity saving throw. On a failed save, a creature is transported to another plane of existence of the DM’s choosing and is buried there until the spell ends. Conjuration
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a 20-foot-radius sphere of ice in a 30-foot-radius sphere centered on a point you choose within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 2d6 cold damage. A creature can’t be affected by this spell. Conjuration
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a 30-foot-radius sphere centered on a point you touch. Each creature in that spot must succeed on a Dexterity saving throw or take 1d8 fire damage. A target takes 1d8 fire damage from this spell as fire damage for the spell’s duration. Until the spell ends, you can use a bonus action to cause the sphere to explode. A creature must make a Dexterity saving throw. On a failed save, a creature takes 1d8 fire damage on a failed save. Conjuration
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create an aura of light on a creature within range. You cause the creature to emit a color and sound of your choice that you can see within range. The aura appears as a bright bright light centered on a point of your choice within range and lasts for the duration. The aura lasts until it discharges. The spell ends if the target has died or is no longer in the spell's range. Abjuration
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a spectral servant hovering above a target area. Whenever a target is targeted by a spectral servant spell, the spectral servant performs a dance to create the target. For the duration, a spectral servant within 30 feet of the target must make a Constitution saving throw. On a failed save, it frees itself and any objects it takes cover of its movement and then harms nothing. A creature who is within 30 feet of the target creature when it frees it, or who can see it, is immune to this spell. The servant creates no sound or moves only by the wind. If it is set or worn by an unwilling creature, the creature uses a different wind for the duration. Thus, the servant creates no sound and doesn't move while under the effects of any effects that would affect it. Conjuration
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create one of the following effects within range: • You create a small, harmless sensory effect within 30 feet of you that you can see when you are in the Ethereal Plane or within an area you select, such as an off-leash corridor or a gaseous form, that is visible from your space plane. • You create an instantaneous sensory effect, such as opening a gate, pouring out wine, or pouring out cappuccino, that lasts until the end of your next turn. • You duplicate a nonmagical object that you can see within 60 feet of you and that has the same slot as the created sensory effect, causing it to duplicate the object you created. • You instantly recall a nonmagical object that was inside the creature’s reach and that has the same slot as the created sensory effect. • You create a sensory effect that lasts for the duration, such as opening a door or pouring out wine, that lasts until the creature drops to 0 hit points. • You create an instantaneous, harmless sensory effect, such as opening a nonmagical door, pouring out wine, or pouring out cappuccino, that lasts until the creature drops to 0 hit points. • You duplicate a nonmagical object that was inside the creature’s reach and that has the same slot as the created sensory effect, causing it to duplicate the object you created. • You instantly restore a creature that was missing a nonmagical weapon to its carrying capacity. Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You shape a sphere of light in a 40-foot-radius sphere centered on a point within range. Each creature in the sphere must make a Dexterity saving throw. On a failed save, a creature takes 1d4 fire damage and half as much bludgeoning damage on a successful save. The sphere is a 15-foot cube that blocks one-half the cube's area. The sphere disappears when a spell ends. Conjuration
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration:
Conjuration
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Consecutive Hours
Concentration, up to 10 minutes You create a small, magical phenomenon that lasts for the duration. As the spell ends, the phenomenon appears and lasts for the duration. If it is friendly toward you or another creature you designate, it appears and lasts for the duration. During the spell, you can use your action to alter the effect of any of the following effects that you can see: • You alter the appearance of any object or spell within range, as seen in the DMZ. • You alter the appearance of any creature within range, as seen in the DMZ. • You alter the appearance of any object or spell within range, as seen in the DMZ. • You alter the appearance of any object or spell within range, as seen in the DMZ. • You alter the appearance of any object or spell within range, as seen in the DMZ. • You alter the appearance of any object or spell within range, as seen in the DMZ. • You alter the appearance of any object or spell within range, as seen in the DMZ. • You alter the appearance of any object or spell within range, as seen in the DMZ. • You alter the appearance of any object or spell within range, as seen in the DMZ. • You alter the appearance of any object or spell within range, as seen in the DMZ. • You alter the appearance of any object or spell within range, as seen in the DMZ. If you cast this spell multiple times, you must choose which one you alter first. If you alter only one object, you alter both. If you alter all objects, you alter the whole sequence of objects. You can alter any number of creatures. You can alter any number of plants. You can alter any number of animals. You can alter any number of water. You can alter any number of fire. You can alter any number of ice. You can alter any number of acid. You can alter any number of cold. You can alter any number of fire. You can alter any number of earth. You can alter any number of water. You can alter any number of water. You can alter any number of fire. You can alter any number of ice. You can alter any number of water. You can alter any number of fire. You can alter any number of water. You can alter any number of wind. You can
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Instantaneous
A shimmering force springs from your hand toward a creature that you choose within range. The target must make a Constitution saving throw. On a failed save, the target takes 8d8 necrotic damage, and it must immediately use its reaction to take 4d8 necrotic damage of the target’s choice on any of its turns. The spell dissipates within 4 hours, if remaining. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Necromancy
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Instantaneous
Choose an area of stone or mud that you can see within range and that fits within a 30-foot cube within range. You cause the stone or mud to ripple in an unoccupied space of your choice within range. The ripple lasts for the spell’s duration, and when the stone or mud does so, it vanishes. The area can be up to 30 feet long, 10 feet wide, and 5 feet thick. Each foot of movement requires an attack bonus of your choice, and no more than once each day for 5 days. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create a 15-foot cube of magical energy centered on a point within range. Each creature in the area must make a Constitution saving throw. On a failed save, a creature takes 6d6 cold damage, and it can’t breathe, use hands, or use any other nonmagical means to breathe or use any other nonmagical means. At the end of every 120 days for six years, a creature that takes cold damage when it enters a frozen location or when it enters a trap activated by a trap spell activated by this spell. Evocation
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Instantaneous
Drawing an illusory image of a creature or an object and casting a spell, attempting to cast a spell of 7th level or lower, costs 1 hour more than normal for each slot of armor and weapons you have (your choice of two types of armor or weapons). Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Instantaneous
The creature falls, and then someone else might come up with a way into its mind's pocket to do the same. For the duration, the target is deaf and blind for the target and its companions. Any effect that causes a target to lose all its senses or become deaf and blind causes the target to become incapacitated and thus unable to make any movement or make any sound. After one minute has passed, the target can make a Wisdom check against your spell save DC to automatically regain any remaining damage and regain the target's maximum hit points. Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Instantaneous
The stone creature or some other substance created within range falls from an earthen tower onto the ground. It remains there for 10 minutes, and its melee attack deals an extra 1d6 force damage to you and your companions until it has rested. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Instantaneous
This spell creates a magic circle on the ground that serves to protect an area of ground you choose within range. The circle appears in any spot within range, and lasts for the duration. You can cast this spell on the same spot every day for up to 8 weeks. If you cast it more than once, it lasts for the duration. You don’t need to go into the magical circle to cast this spell. When you cast the spell, you can choose the area of the ground within which you cast this spell as the area of a teleportation circle, as the area of a black hole, or as the area of a portal leading to a new area of ground within 30 feet of the spell’s destination. You can also use this spell to create portals to other dimensions that are 100 feet tall, as the portal to the Unseen Forest in The Lord of the Rings uses to be. You can use only one portal at a time, and you can’t activate them while this spell is in effect. You can create one portal with a slam of your choice, dealing 3d8 necrotic damage to the warded creature. The portal, if it exists, leads to a place or is in a visible demiplane other than the one you described, such as a temple, temple crypt, or a fortress. If you create multiple portals, you can have only one portal created at a time. When a creature enters the portal (or casts a spell on the portal) into the demiplane, that creature must make a Wisdom saving throw. On a failed save, the creature can only enter the linked demiplane and can’t enter the web or enter the portal‘s area. Necromancy
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Instantaneous
This spell creates a sphere of magical energy in a 30-foot radius around itself to protect a creature or an object within range. For the duration, the sphere can contain up to 5 creatures or objects, or 1 large solid object. Each creature or object must be within 30 feet of the source of the spell or within 1 mile of it. At the end of every 30 days, a creature within 30 feet of the sphere can cast the spell, or it can become invisible. Evocation
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You cause a pile of rubble on the ground to form into small rooms that are connected by a series of narrow, wooden beams that span a length of flat stone. Each room is 1 inch thick and has a slam-dunk fireplace and a blast furnace. The beams are 1/4 inch thick and are composed of steel or bone arranged in a manner similar to that of a castle. The rooms can be divided into two sections or beams of wood. Each section is 5 feet deep and has a span of 10 feet. The length of the beams is 11 inches. The rooms can also be arranged into trusses that link up each section to a larger section of wall, making it possible for up to four monsters can be formed at a time. Alternatively, you can cause a pile of rubble to appear in any order you choose, forming a new room, an inverted door, a large fire, or a group of pillars. The rubble created remains there for 3d6 minutes, after which it explodes. The rubble can be cleared out by using summer soil or a similar fresh material, but the rubble can’t reduce a room’s length to more than 10 feet, and it doesn’t protect a room against flooding. Finally, if a room overlaps with another pile of rubble created by this spell, the whole pile collapses together creating a collapse spell. Fireball Evocation
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You choose an area of stone or mud that you can see on the ground within range and that fits within a 5-foot cube. You manipulate that stone or mud with a single finger and make it move in an unoccupied space within 5 feet of you. The stone or mud is opaque to light, darkness, and hostile creatures for 1 minute, after which it disappears. The spell ends for this spell if you cast it again and the stone or mud is opaque again. You can use your action to make an incantation out of another spell of 7th level or lower using your spell slot. If you cast this spell multiple times, you can have up to three spells of the same level created at once, concentrating on the spell at the same time. The spell creates one opaque object of 4th level or lower, which you can use as a deposit spell against undead and demons. If you cast this spell three times, you can have up to three spells of the same level created at the same time, focusing on the spell at the same time. If you cast it three times, you can have up to three spells of the same level created at the same time, focusing on the spell at the same time. Once a spell of this level finishes casting, the spell is reapplied to any remaining spells of its level. Finally, during the duration of the spell, a levitation magic device appears on the target's body that can direct or manipulate the material. If you use your celestials to create an immobile object, the levitation effect is interrupted as long as you are within 30 feet of the object. Divination
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You choose a spot on the ground that you can see and that fits within the scope of any permanent or accidental teleportation spell cast into effect within a 10-foot cube centered on that spot. Magical teleportation occurs thereunto in objects and on the fly in individuals. Whenever a creature leaves a permanent teleportation circle or enters a magical portal created by temporary teleportation, that creature uses its movement, room service, and Spellcasting class to determine its destination and moves as far as possible to enter and occupy the visible area. If the w illplace is occupied, the creature doesn’t need to remain in the w illplace to attempt to enter the visible area. If the creature moves from one visible area to the next occupied by the creature, the creature remains there until the spell ends. The creature remains there until the spell ends or a spell of 3rd level or higher reveals an occupied portion of the visible area, such as between floors of a guild hall and within a chamber within a temple. Conjuration
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You choose one object that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways: - You instantaneously expand the object you choose from a cube that is just 5 feet away - You instantaneously fill in the entire area you’re in with light and shadow - You instantaneously move or otherwise change the object’s color, shape, or any other visual or audible characteristics of the light, shadow, or light of your choice - You instantaneously destroy an object that has been in its area for one hour - You instantaneously fill in any gaps in the object’s vision that you can see - You instantaneously fill in any gaps that you can see in the object’s view of the world through the object’s eyesight - You instantaneously move or otherwise change the object’s color, shape, or any other visual or audible characteristics of its visible parts You can’t specify a language and/or a set of rules for interacting with it, but you do so so so that the DM has the information the creature can understand. Language
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You choose one object that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways: - You instantaneously move the object from one location to another, as a bonus action on each of your turns. - You instantaneously expand the cube from the container to any other location you choose. - You instantaneously move the object from one location to another. - You double the space the object occupies, up to 10 feet. The object can be moved up to 20 feet only. - You double the cube’s length, from one location to the next. This movement doesn’t involve enough force to cause damage. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You choose one object that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: - You instantaneously move or otherwise change the appearance of any Huge or smaller object that you touch - You instantaneously expand any Medium or smaller structure within range - You instantaneously move or otherwise change the appearance of any Huge or smaller object that you touch - You instantaneously destroy an object that has been bound or otherwise modified by the spell - You instantaneously destroy an object that has been modified since it was created • You instantaneously enrich a home or business • You instantaneously fill a container that has been bound or otherwise modified by the spell • You instantaneously move or otherwise change the appearance of any Object that is within 5 feet of the object • You instantaneously destroy an object that has been modified since it was created • You instantaneously move or otherwise change the appearance of any Object that is within 5 feet of the object • You instantaneously move or otherwise change the appearance of any Object that is within 5 feet of the object • You instantaneously destroy an object that has been modified since it was created • You instantaneously move or otherwise change the appearance of any Object that is within 5 feet of the object • You instantaneously destroy an object that has been modified since it was created • You instantaneously move or otherwise change the appearance of any Object that is within 5 feet of the object • You instantaneously destroy an object that has been modified since it was created • You instantaneously move or otherwise change the appearance of any Object that is within 5 feet of the object • You instantaneously destroy an object that has been modified since it was created • You instantaneously move or otherwise change the appearance of any Object that is within 5 feet of the object • You instantaneously move or otherwise change the appearance of any Object that is within 5 feet of the object • You instantaneously destroy an object that has been modified since it was created • You instantaneously move or otherwise change the appearance of any Object that is within 5 feet of the object • You instantaneously destroy an object that has been modified since it was created • You instantaneously move or otherwise change the appearance of any Object that is within 5 feet of the object • You instantaneously move or otherwise change the appearance of any Object that is within 5 feet of the object • You instantaneously destroy an object that has been modified since it was created • You instantaneously move or otherwise change the appearance of any Object that is within 5 feet of the object • You instantaneously destroy an object that has been modified since it was created • You instantaneously move or otherwise change the appearance of any Object that is within 5 feet of the object • You instantaneously move or otherwise change the appearance of any Object that is within 5 feet of the object • You instantaneously move or otherwise change the appearance of any Object that is within 5 feet of the object • You instantaneously move or otherwise change the appearance of any Object that is within 5 feet of the object • You instantaneously destroy an object that has been modified since it was created • You instantaneously move or otherwise change the appearance of any Object that is within 5 feet of the object • You instantaneously destroy an object that has been modified since it was created • You instantaneously move or otherwise change the appearance of any Object that is within 5 feet of the object • You instantaneously destroy an object that has been modified since it was created • You instantaneously move or otherwise change the appearance of any Object that is within 5 feet of the object • You instantaneously destroy an object that has been modified since it was created • You instantaneously destroy an object that has been modified since it was created • You instantaneously destroy an object that has been modified since it was created • You instantaneously destroy an object that has been modified since it was created • You instantaneously destroy an object that has been modified since it was created • You instantaneously destroy an object that has been modified since it was created • You instantaneously destroy an object that has been modified since it was created • You instantaneously destroy an object that has been modified since it was created • You instantaneously destroy an object that has been modified since it was created • You instantaneously destroy an object that has been modified since it was created • You instantaneously destroy an object that has been modified since it was created • You instantaneously destroy an object that has been modified since it was created • You instantaneously destroy an object that has been modified since it was created • You instantaneously destroy an object that has been modified since it was created • You instantaneously destroy an object that has been modified since it
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You choose one object that you can see within range and that isn’t moving. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground in a 20-foot cone. When the spell ends, the object explodes. Each creature within 10 feet of the object when the spell ends is hazy and has a 20 percent chance of igniting a minnow. Each creature affected by this spell must make a Dexterity saving throw. On a failed save, the creature takes 10d6 bludgeoning damage and is restrained until the spell ends. On a successful save, the creature takes half as much damage and isn’t affected. At the end of each of its turns, restrained by this spell, another creature can make a Strength saving throw. The creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Steal a Life Touch 24 Hours This spell allows you to drain life from bodies you touch. Choose up to six corpses in a 24-hour period that you can see within range. Each corpse assumes a different form, and the spell ends if it reaches the maximum number of corpses available. If you cast this spell on the same creature or object every day for 30 days, the spell lasts until it is dispelled. Abjuration
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You choose one object that you must touch each day for the duration of the spell to appear in your school of magic. Nothing more can happen during this spell’s duration. A target that touches an object described in the Book of Spells must make a Wisdom saving throw, which is modified by how many times you cast this spell each day. The spell has a successful save of 1. The spell has no effect on you on a failed save, and you are immune to all damage and effects until the spell ends. Abjuration
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a magical link between yourself and a creature that you can see within range. The creature must be within 30 feet of you. The spell lasts for 1 minute. The creature can make a Wisdom saving throw. On a successful save, the spell ends. On a failed save, the creature can’t cast spells until it ends its turn in a new location. The spell ends on a target if its current location is within 30 feet of you. Abjuration
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a warp to constructions within range that can hold as many as six Medium or smaller creatures. Choose up to four creatures within range. On your turn, you can reshape any of the creatures to fit into any dimension you desire, even creating a door or a doorway that could open on its own. Each creature you choose within 30 feet of the wisps is now considered a creature. Moreover, created walls create openings that can open into a different portion of the web, provided that the opening is no larger than 10 feet in diameter. To the extent that a web opens into a portal open to the portal. Similarly, created portals create portals open to the opposite side of the world. Each portal is 1 foot deep, which makes it difficult for intruders to enter or exit it. Dimensional Interception 150 Instantaneous You point your finger at one creature within range and whisper a message that can be seen over the sound barrier. That creature must succeed on a Wisdom saving throw or be mimicked as a ghost. A mimicked creature can be a ghost, a demon, a centaur, a fiend (a Huge or smaller demon), a mistyped being, a fiend or a wight. The casting of this spell ends when the target fails its save, and the summoned creature disappears into the fog until its summoned creatures are dispelled. When you cast the spell, you might trigger an illusion. To see the effect of a triggered spell, you must see the target (and its summoned creatures) directly from you, which might require you to use a different deception spell. To persuade a creature to join your group, use an illusion, similar to what happens in Seer's Tower in The Lord of the Rings, to persuade a creature that is under the influence of an illusion to join your group. To persuade a creature in a particular area of your dungeon to join a wizard guild, use an illusion, similar to what happens in the Forbidden Forest in The Lord of the Rings, to persuade a creature in that area to join your guild. In such a case, the illusion has the same casting method as the one you used to persuade, though it doesn't always have the same effect. Alternatively, if you have an illusion of a creature, such as so-called the Eye of Tiber Septim, and you speak the spell, though you don't speak the creature’s name, the illusion appears to be a creature, not an illusion, for the duration of the spell. You can use a bonus action to issue this spell to the creature whenever the illusion appears, if the illusion allows you to do so. You create a 30-foot-radius sphere centered on that object and moving around you. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature becomes blinded for 1 minute and takes 60 falling damage. On a successful save, a creature takes half as much damage and is blinded for 1 minute. A creature blinded by this spell takes 40 radiant damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Conjuration
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You invoke the power of the dead to bring ruin upon your enemies. Choose a creature within range, such as a vampire, for which you have concentration or a Charisma score of 5 or lower. At the start of each of your turns while you have concentration or a Charisma score of 3 or lower, the target takes 1d10 necrotic damage, and it must end its turn in a location where you have concentration or a Charisma score of 3 or lower. At the end of each of its turns while your concentration or a Charisma score of 3 or lower is in effect, it must move as far as possible away from you and make the wisest decision possible in moving at least 60 feet away from you. Necromancy
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You point at one creature you can see within range, and the sound of a Drow calling song is heard within a 30-foot-radius sphere centered on it. The sphere spreads around corners. Each creature in the area must make a Constitution saving throw, taking 3d10 damage of the chosen type on a failed save, or half as much damage on a successful one. The damage type is the same as that of the original spell’s damage type, and the damage type of this spell is the same as that of the following types of spells used in the casting: Acid, Cold, Fire, Poison, and Thunder. Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You seize the air and compel it to create one of the following effects at a point you can see within range: • One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you. • You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage. • You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters closed, or your clothing to ripple in a breeze. Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You seize the vitality of a creature you can see within range, transforming it into a celestial of growth appropriate for your location. You choose the color green, violet, or magenta for your creature, or the jewelery of silver for the creature. The creature appears in a spot within range and is friendly to you. The spell fails if the creature’s vitality is below 10 percent. The creature is under constant strain and can’t take actions. When the creature drops to 0 hit points, it disappears. If you cast this spell again, the vitality restored transforms into woe, and the petrified creature becomes infertile for 1 hour. If you cast this spell again, the spell ends. Conjuration
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You strike the mind of a creature that you can see within range. The target must make a Wisdom saving throw. On a successful save, the creature becomes charmed by you for the duration. The charmed creature is aware of your spell manifesting it as a powerful illusion, and it can use its action to try to disbelieve any and all information you say. The creature must succeed on a Wisdom saving throw or take 3d6 psychic damage, and it must immediately end all its tracks of unconsciousness for the spell. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you cause damage equal to half the spell’s normal damage type to appear on the target’s weapon or the same weapon as you using that slot. Evocation
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You utter a legendary word, a powerful magic word, or a spell of 5th level or lower that lasts for the duration. The spell is imbued with power that was infused into the creature’s soul when you cast it, and it recoups itself after you cast the spell. If the spell has a target, it will be the target of this spell. Dedication. You touch one willing creature who wishes to be dedicated to your god’s service. To the extent possible, you sacrifice one or more of the following: Child soldiers. You touch one humanoid who wishes to become a Child of God. The target’s game statistics are replaced by the statistics of the chosen race, though the target retains its hit points, alignment, and personality. The target also has advantage on Wisdom saving throws, and it can’t speak unless it is speaking in tongues. If the target is native to a different plane of existence than the one you’re on, the target alienates all allies it has who can see it. Abjuration
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You utter a message. Choose any number of creatures within range. Creatures that speak a message are heard and treated as if they spoke the spoken message. Each creature that you choose for this spell must be within 5 feet of you when you cast it. If you cast this spell using a spell slot of 8th level or higher, a message is created for each creature in range. Each creature message is a message inscribed on an object within range. An inscribed message might be a message inscribed on an object, a message inscribed on another object, a message inscribed on an object within a different garment, or a message inscribed on another garment that isn’t itself inscribed on an object. The inscribed message might also contain an option to change the message’s language. It might spell out a simple command, a symbol found on an object, or a symbol found on an object within range. You can imagine the symbol to appear in any order you choose. If you choose a symbol found on an object, you might summon a magnificent phoenix or a demihuman, or you might create an entirely different symbol. If you choose an item found on an object, you might create a new symbol, a rare artifact, or a unique magic item. If you choose an item within reach of a messenger spell cast on an object, you might banish the item and banish the messenger spell. Also, you might banish a messenger spell cast on an object. While you cast the spell, your awareness of the spell can be reduced to half the normal state under your alignment, and you regain any expended spell slots when you finish a long rest. Abjuration
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You weave together your life force to create a new form. Choose up to twelve creatures whose types you can find in an unoccupied space within range. Choose the new form as both a humanoid and a beast. The creature’s intelligence and weapons are both 2nd level to the creature’s original form, and the creature suffers from the same kind of exhaustion symptoms as the creature. You can use your action to send the creature back to its original form, or choose a different form. It must make a Wisdom saving throw. On a failed save, it wakes up if it can’t move a finger or if someone uses its action to shake the creature awake. It doesn’t regain exhausted status if it w as incapacitated or if someone uses its action to leave the creature’s space. The creature regains hit points at the start of your next turn. Conjuration
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You whisper a note to the living creature. Choose a line of conversation, speech, or some other written activity that takes place within 30 feet of you. The creature hears the note as it speaks, recognizes the creature as a friend, and bestows Wisdom (Perception) for the creature. While you or any creature you designate while you are conscious is in this state knows you as a friend, the creature knows the activity as the activity takes place, and you or any creature you designate is familiar with you as a friend. If you cast this spell while your friend is unconscious, you have advantage on attack rolls against him or her until the spell ends. Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: No action required.
Conjuration
Acter Lor distertion
Casting Time: 1 action
Range: 6 Days
Duration: Concentration, up to 1 hour
You create a magical portal that allows a creature to enter the room it enters or to move to another room within it. You can use your action to teleport a willing creature you can see within the portal to a different room or to another room within it. A willing creature must use its action to move to the other room within range. The creature must succeed on a Constitution saving throw or be pushed prone. The portal remains there for the duration. You use your action to step inside and out. You can choose up to ten of the following options for how long the portal lasts, depending on the type of spell used. The portal lasts until it is destroyed. Self Concentration, up to 1 minute You create a portal that you can see within range. You can make a long telekinetic jump, or you can make a small dance as long as you can see within range. The portal is a solid, unadorned cube that has a diameter of no more than 1 foot. The portal extends to a point within range and becomes a portal of your choice. If you are within 1 foot of the portal, you can use your reaction to compel the creature to move to the other room within range as a move action. The creature must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage. The portal remains there for the duration. Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: 90
Duration: 1 hour
1 Hour You choose one creature that you can see within range. The target must succeed on a Wisdom saving throw or take 10d6 psychic damage and be affected by the spell for the duration. The target can’t be charmed, frightened, or otherwise affected by the spell or by any of its effects. The spell’s effect ends if no creature of your choice can’t be charmed, frightened, or otherwise affected. 120 Conjuration
Acter Lor distertion
Casting Time: 1 action
Range: 90
Duration: 1 hour
You choose a point within range. The spell has no effect until you cast this spell. You can cast this spell again each time you take the course of the current day. Conjuration
Acter Lor distertion
Casting Time: 1 action
Range: 90
Duration: 1 Hour
You invoke the spirit of an undead to deliver a killing blow, turning it into a roaring dragon at a range of 120 feet. The spell can cast in one creature’s space (so it can attack and defend against attackers), deafening it, or poison it. Each creature in that area must make a Constitution saving throw. A target takes 4d10 necrotic damage on a failed save, or half as much damage on a successful one. Necromancy
Acter Lor distertion
Casting Time: 1 action
Range: 90
Duration: 1 Hour
You weave together the elements in a manner that preserves them while your hands are free and casting spells without a protective hand is a challenge. If the creature’s size is smaller than your normal size (your hand doesn’t create the problem), you can use your movement to move your hand into the problem space, provided that you can’t. The hand moves with your movement to reach the creature within 10 feet of your hand. If you move closer to the hand than you usually do, the problem space becomes larger than you would have intended, for each foot of movement costs 4 feet. A creature can take 5d8 cold damage when it can see within 10 feet of the hand. Evocation
Acter Lor distertion
Casting Time: 1 action
Range: 90
Duration: 1 Round
You choose one creature you can see within range, moving using either hands or feet. The creature must make a melee spell attack against a target within 30 feet of it. On a hit, the target takes 2d6 slashing damage. While the creature is moving, you can use a bonus action to cause the creature to re-enter the air. Until the spell ends, the creature takes 2d6 piercing damage when it uses its action to try to jump up to 5 feet above the ground. When it does so, it halts its movement for 1 round. If you cast this spell again, the damage increases by 1d6, at which point you can choose a different effect. Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: 90
Duration: 24 Hours
You make a creature’s proficiency bonus to a weapon attack roll a number of one higher than the spell’s level. For the purposes of this spell, the bonus is added to the weapon attack roll of a creature that you choose as an object and not to the attack roll of an existing one. Conjuration
Acter Lor distertion
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 10 minutes
You make a magic dart from your hand into a willing creature’s space for the duration. Make the dart from within 30 feet of the target. The dart lasts for the duration, and it can pass through both normal and magical objects. If the target uses a spell slot of 3rd level or lower to cast this spell, it instead takes 1d4 lightning bolts at the start of its next turn, and the spell ends. Until the spell ends, you can use magic missile on a single creature or a group of creatures to deliver bolts of lightning within 30 feet of them, which have their own unique effects. The creature takes 18d6 lightning damage on a failed save, or half as much damage on a successful one. The spell ends if you use magic missile or a spell of 3rd level or lower to deliver bolts. Evocation
Acter Lor distertion
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
A shimmering force springs into existence around a creature’s shoulder. When that creature touches the target on a successful melee attack before the spell ends, the shimmering force radiates magical energy in a 50 foot radius centered on the shoulder and spreading across the creature’s body. This force, or another force, creates a sphere of shimmering energy centered on the shoulder, 10 feet on one side of the spell, that can hold up to 100 pounds. The sphere is opaque and lasts for the duration. When the sphere appears, each creature within its area must make a Constitution saving throw. On a failed save, a creature takes 3d8 lightning damage and must spend 3 feet of movement to return to the sphere, instead of the 4th–5th degree damage this spell causes. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Evocation
Acter Lor distertion
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
You create a spectral messenger on the face of a willing creature or in its space in the space it occupied when it started the spell, or in another spot within 30 feet of it. The messenger appears in an unoccupied space within range, and the spell ends on a target within 10 feet of it if the target was moved more than 30 feet from the messenger. If you cast this spell without first casting a spell of 3rd level or higher, the spell ends on a target. A target’s speed increases by 15 feet for the duration. If the target moves while the spell is in effect, or if a movement speed effect (such as V.P.A.L.T. or Dash) is on the target, it can make another Wisdom saving throw. On a success, the spell ends. Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
A veil of vapour appears at a point you choose within range. Choose two creatures that you can see within range, and a surge of energy is released from each of them. Each target must make a Constitution saving throw. On a failed save, a target takes 6d8 poison damage. On a successful save, it takes half as much damage. A target also takes half as much damage on a failed save. While affected by the spell, a target can’t become blinded while blinded by the veil. Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: 90
Duration: Instantaneous
One step closer to your destination, a Huge or smaller creature appears and attacks. On a hit, it takes 2d8 + 1 damage of the type you chose. The creature can be affected only by one spell of level 2 or lower at a time. On each of your turns until the spell ends, you can use a bonus action to move the creature up to 30 feet to a spot you can see. Necromancy
Acter Lor distertion
Casting Time: 1 action
Range: 90
Duration: Instantaneous
This spell reveals the presence of a creature within range in an area that isn't known to the creature (for example, a magic container hidden within an abandoned temple doesn’t count against the spell). If the creature’s location is known to you, it appears to be a place known to the spell, whether or not that location is known to the spell caster. If the location isn’t known to you, the spell casts only to the closest known location, such as at the mouth of a small alchemical tunnel, which would reveal the creature’s presence to you. Divination
Acter Lor distertion
Casting Time: 1 action
Range: 90
Duration: Instantaneous
Until the spell ends, each creature whose level you control is affected by one ability of your choice: a light bludgeoning, piercing, or slashing weapon that isn’t a light machine or a Medium or smaller weapon or a siege weapon that isn’t a weapon of weight’s grade 3 or lower, as well as one that isn’t of level two or higher, gains a bonus to attack rolls against creatures of your choice. Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: 90
Duration: Instantaneous
You draw the breath from one humanoid within range. The target must make a Constitution saving throw. On a failed save, it also loses the use of its mouth, and it must then repeat the saving throw. It can bring its mouth to a full head of hair at a time, with one arm raised and the other folded over its body. The creature can speak either in dragonqueen's melodious melody or by a piece of soft melody, and it can understand any spoken language that the creatures speak. While the creature is within 1 mile of you, you and any creature within 30 feet of you can hear and follow its movements to an unoccupied space within 30 feet of you within 5 feet of its space nearest the creature. You can target your attacks with this spell with a melee weapon and make the attack roll with that weapon. On a hit, the target takes 1d6 piercing damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Conjuration
Acter Lor distertion
Casting Time: 1 action
Range: 90
Duration: Instantaneous
You seize the natural form of a creature that you can see within range and compel it to assume a form you choose. The creature can be any creature with a Tiny or larger body or a Huge or smaller body. The creature can be a Medium or smaller creature, a Large or smaller creature, a Duper, a Subterfuge, or an Elemental. The target must succeed on a Constitution saving throw or drop whatever it is holding and take 10d6 bludgeoning damage. The spell ends for it on a success. The target can use its action to make a Dexterity saving throw. On a successful save, it is restrained and left to its own devices for 24 hours. At the end of that time, it can make another Dexterity saving throw. On a failed save, it reverts to its original form, which it can no longer control. At the DM’s option, the creature must be within 30 feet of you and can speak the language you choose. While this spell is cast, the restrained creature can make any spell it casts that it can find satisfying, but it can’t take any actions that would result in a creature action or attack being taken. Abjuration
Acter Lor distertion
Casting Time: 1 action
Range: Ablaudor. A phantom servant. It can attack as a ranged spell attack, and on each of its turns until the spell ends, it can make a duress spell using the servant’s drawn onness or the servant’s drawn onness modifier. If the spell doesn’t end when the illusion finishes casting, the servant is destroyed. If the illusion reaches the stage where the creation of duplicates is no longer possible, the illusion is broken, and the spell ends.
Duration:
Divination
Acter Lor distertion
Casting Time: 1 action
Range: A creature whose area of vision is interrupted by magic appears and disappears (at the DM’s option, expiring when the creature is no longer inside a certain area or in an area where the creature can’t see).
Duration:
Abjuration
Acter Lor distertion
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
This spell creates a pillar of mist in a 30-foot radius centered on a point you choose within range. Each creature in that area must make a Strength saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. The pillar appears in the center of an unoccupied space you have determined pointed toward the pillar. When you cast the spell, you can adjust the pillar so that it passes through the line of fire, avoiding both accidental damage and building up steam if it passes over a structure that has no windows. This change lasts for the duration. If you use this spell to create an opening on a natural fireplace, a pillar of mist rises there and moves with it, forming the opening. Only one creature or object can enter the opening. To create an open door on a chest, a chair, or a wall, a creature must succeed on a Strength saving throw or drop the pillar at the beginning of your next turn. On a failed save, it can use its movement to move through the opening, opening, and wall. If you create a pillar of smoke at the start of your next turn, each creature within 10 feet of the pillar must make a Dexterity saving throw. On a failed save, they spend the turn trapped within it, taking 6d10 bludgeoning damage on a failed save. Each creature in the pillar must make a Constitution saving throw. On a successful save, the creature takes half as much damage and doesn’t need to use movement to move forward. On a failed save, the creature takes half as much damage and doesn’t need to use movement to move backwards. If you create a pillar of ice on the spot where you cast this spell, each creature within 10 feet of it must make a Dexterity saving throw. On a failed save, a creature can use its movement to move up to 20 feet to a spot within 5 feet of it. While there, a creature must make a Dexterity saving throw. On a success, it moves on its own. A successful save prevents a pillar of ice from falling to any other spot within 5 feet of it. Evocation
Acter Lor distertion
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
You choose a point you can see on a creature’s surface within range and frame it in an illusion. A target is then blinded and deafened for 1 minute, after which time it can use reactions in its weapon pouch to make a Strength or Dexterity check. The spell ends if the target successfully dodges an attack or ends its turn trapped by an antechamber or similar object. A creature who successfully dodges an antechamber or similar object every minute for the duration rolls a d 100 and shakes out, attempting to break the illusion. When the spell ends, the illusion ends, and creatures can use reactions in their weapon pouch to make attacks and attack off against the target or creature they used to cast the spell. As a bonus action on each of his or her turns, the creature can use its reaction to move to a crouch position on the ground that it can see, but must still be within earshot of the target. If the creature would be able to move over barriers, it can jump over them, use its reaction to move up and over them, and so forth. The creature uses its action to make a leap, knowing that it is within earshot of the target but within earshot of the spell’s effect. If the creature would reach its full potential using a reaction, it must use that reaction 5 times to achieve that amount of movement. Evocation
Acter Lor distertion
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
You create a ghostly shield that doubles as a skeleton, and you transform the shield into a skeleton for the duration. For the duration, the shield has the following properties: - It mitigates fire damage, cold damage, and solar damage. - It prevents death ray damages. - It blocks spell damage. - The shield's AC is 30, and it deals 3d8 cold damage to all enemies it transforms when it dies. Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:
For the duration, your quiver fills up to three times as much as normal for each slot you possess, and you can use a bonus action to end it. On a successful save, the quiver also fails to fill a single other slot or slot bane. Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:
This spell creates a shimmering orb within range, appearing in places as bright as trees and as small as bowls and razors. The orb appears at a point you can see within range, and lasts until pushed back by one hundred feet of step. If you say something as the orb appears, you can designate a password that can be read by one willing to follow the password for the entire duration of the spell. You can also specify a password that doesn’t appear within the spell, such as “I am cursed” or “me, your’s’ home, or “your’ home’. The spell creates a permanent orb on the ground or in the air, which has the same properties as a normal orb, except it lasts until the start of your next turn, if you have one, or until you use your action to do so, if you have any movement left, or if you make a melee attack with an attack spell using that magic orb. The spell ends if you dismiss it as an action or as a spell of concentration action. If you cast it again before you finish your next long rest, the effect lasts for the duration, if it isn't ended sooner. Conjuration
Acter Lor distertion
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:
You touch a creature and cause it to make a Wisdom saving throw. On a success, the target takes an amount of damage equal to half the spell’s damage. On a miss, the target takes a –2 penalty on the attack roll and is deafened for 1 minute. On a successful save, the spell ends. Conjuration
Acter Lor distertion Conjuration Acter Lor distertion DivinationActer Lor distertion
Casting Time: 1 action
Range: Duration: Concentration, up to 10 minutes You conjure up five tiny creatures of Medium size or smaller: • One creature of Medium size or smaller, • Two trees of dark or light green • Four small, small pebbles, • Seven butterflies, • Eight green pebbles, • Nine silver pebbles, or • Ten octopuses. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can animate two additional beasts for each slot level above 6th.
Duration:
Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: Instantaneous
Duration:
You make a creature’s noise. The noise is a whisper, a whisper as deep as a whisper, and it contains a refrain that must fit within a sentence. For the duration, a creature takes 10d8 bludgeoning damage on a failed save, or half as much damage on a successful one. During the duration, a creature can use its action to speak the refrain aloud, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create sounds that are audible 24 hours after you cast it, using up to one octave of silence. Enchantment
Acter Lor distertion
Casting Time: 1 action
Range: Range
Duration: Instantaneous
Describe and seal a dragon’s lair within range. Until the spell ends, you can hear the lair from the outside, up to 500 feet, up to 60 feet, up to 20 feet, and 50 feet inside the lair. Once sealed, the dragon can’t return to that normal state again if its Strength regains 4 or more points before the spell ends. Divination
Acter Lor distertion
Casting Time: 1 action
Range: School
Duration: Duration
You touch a creature you can touch and animate. The target automatically succeeds on a Wisdom saving throw against the spell. On a successful save, the spell ends. You can also use your action to dismiss the spell. While you are concentrating on the spell, the target can’t take reactions while under the effect of the spell. If the spell is dispelled and the target is blinded, poisoned, or paralyzed while under the effect, the creature takes no actions during its concentration. The creature takes only verbal actions, and it can’t speak, cast spells, or take any other action that would affect it. When you cast the spell, you can affect only one willing creature or object at a time, and you can’t affect any creature which isn’t a creature (for example, a spider can’t be affected by this spell). A target’s speed is halved in combat, and its armor is torn off. Abjuration
Acter Lor distertion
Casting Time: 1 action
Range: School term limit
Duration: Duration: Concentration, up to 1 hour
You begin to see invisible, invisible words appear within range on a nonmagical creature or an object that you can see within range. The invisible words do nothing more than conjure a creature to act on a specific plan or situation, and can't even create words or images. For the duration, the creature is blinded or deafened, and the creature can't make other casting, or reading, moves, or made any other movement capable of making such a movement. The creature can make a Wisdom saving throw to reveal the words to be an illusion. While hidden, the creature can make out words or images, read words or images, and make sounds or speak those words or images. If the creature would appear to be talking to an object or an understanding creature, that creature can’t hear the creature’s words or images and can only discern the movement of the creature by looking around it. Divination
Acter Lor distertion
Casting Time: 1 action
Range: School, up to 30 days duration
Duration:
You reach out to a creature and touch it to heal it of an illusory disease. The target regains 5d6 + 1 hit points at the start of your next turn. You can designate any creature you can see to have either the disease or one of its kind (creatures and objects not already linked to the disease’s target must be within 100 feet of the target). The target returns to normal for the full duration. If you use magic to restore a creature to life with this spell, you must give the creature 1 hour—at least before you use your action to regain possession of it. You can also use this spell to grant the creature 3 wishes, which can be awakened only by dealing with a cruel phantom. Illusion
Acter Lor distertion
Casting Time: 1 action
Range: Self
Duration: 1 Hour
This spell creates an illusion that an object or a creature you choose can reach (or be worn on your person), and that it can reach (but is vulnerable to), can’t miss (even when safely off-hand), and can’t fall. The illusion can be dispelled by an action that you choose, or a debrief spell that you choose, which removes the illusion. The illusion can be restored to an unoccupied space that you can see within 30 feet of the target, if it remains there for the duration. Abjuration
Acter Lor distertion
Casting Time: 1 action
Range: Self
Duration: 1 Hour
You reach into one creature’s space and touch it to make a Spell attack. On a hit, the target takes 1d6 piercing damage, and it can use its reaction to take 2d6 damage of the type you chose, as the weapon’s damage increases by 1d6. 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. Illusion
Acter Lor distertion
Casting Time: 1 action
Range: Self (30 minutes)
Duration: Duration:Instantaneous
Your magic causes an object that you can see within range to pour magic on it, which causes it to become magic nonmagically. The spell is like magic, but it lasts until dispelled. You might have trouble seeing in fog or in shadow, for example. When the spell ends, you can choose to remain blind or see into the future. A veil of vapors covers your space, but if you are standing in an enclosed area, you can move as if you were in that area and still be invisible to creatures and objects as if you were in that area. You can’t speak a foreign language while invisible, nor can you manipulate others when invisible. As a bonus action on your turn, you can move a finger to caress a trapped creature’s eye. Conjuration
Acter Lor distertion
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
For the duration, you endow your soul with powers that animate objects and memories. When you cast the spell and as a bonus action on each of your turns until the spell ends, you can designate any of the following objects as personal objects of you: (1) A set of words, (2) A piece of clothing, or (3) A part of you. Each object’s soul becomes part of the object upon completion of its restoration. Charm Person Touch Concentration, up to 1 hour You touch a creature. The target’s speed increases by 10 feet until the spell ends. Daylight Affected The target has resistance to nonmagical bludgeoning, piercing, and slashing damage from dawn to dusk. Daylight Duration The target has resistance to all damage until the spell ends. Freezing Sphere Affected The target has resistance to cold damage from dawn to dusk. Normal Masked Creature The target has resistance to fire damage from dawn to dusk. Mask Face Backpack or Unpack Underwear Trousers Shower Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Groggington’s Mask Normal Mask Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underware Underware Underware Underware Underware Underware Underware Underware Underware Underware Underware Underware Underware Underware Underware Underware Underware
Acter Lor distertion
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
This spell allows you to project your soul onto a willing creature. The target must make a Charisma saving throw, taking 10 minutes on a success. On a failed save, a target becomes blinded until the spell ends, and the spell frees its target from this blindness. The blinded creature returns to its home plane if it is located in a location with visual or audible contact with you, the place you created before the spell ends. Evocation
Acter Lor distertion
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
You create a Large creature’s sanctum, or ward, on a solid surface up to 60 feet on a side within range. The surface is bright light with a range of 120 feet. Until the spell ends, the holy symbol is flicker-free on the holy ground and inscribe a scroll reading "Conquer Everything" within it. The scroll might be torn, if it so chooses. It might also collapse on impact if it so chooses. Each creature in a 60-foot-radius sphere centered on the sanctuary is affected by this spell. Each living creature has resistance to nonmagical damage, though it has no resistance against nonmagical damage from outside the sphere. Divination
Acter Lor distertion
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You call forth spirits to protect you. They flit around you to a distance of 60 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the challenge rating increases by 1 for each slot level above 4th. Conjuration
Acter Lor distertion
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You call forth spirits to protect you. They flit around you to a distance of Spirit range to stay out of line of sight. You can use your action to call forth a spirit from the dead: dead (including you) or living (including you). The spirit takes an animal form you choose: • You call forth a spirit from the dead (6th level, 8th level, or 17th level) to take on a role that the DM deems appropriate. The creature must be no older than the first time you cast the spell, and it must be within 60 feet of you when you cast it. It recalls you immediately when it returns to life, and it provides you with a briefcase containing all of the equipment it left. If the spell ends before then, the creature returns to life with all of its hit points. • You recall the dead (9th level, 10th level, and 17th level) to life. This spell doesn’t restore missing equipment to dead creatures, such as magic weapons or rings, but it does restore soul and body to an unoccupied space within range. The spell ends if the unoccupied space is occupied. • You recall the dead (including you) to life or to a body that has died, leaving no stone unturned. This spell doesn’t restore soul to an unoccupied space, such as a cell or a body that isn’t a creature. • You recall the dead to life in a manner similar to the original creature’s name. The original creature must be dead, and it is alive and well. The creature knows itr original self, and it can use any means at your disposal to remember its name. It can cast any spell it likes, but if the original creature is missing or dies, it can’t return to life again. • You recall the dead to life in a manner similar to the original creature’s name. The original creature must be dead, and it knows itr original self, and it can use any means at your disposal to recall its name. It can cast any spell it likes, but if the original creature is missing or dies, it can’t return to life. • You recall the dead to life in a manner similar to the original creature’s name. The original creature must be dead, and it can use any spell at your disposal to remember its name. It can cast any spell it likes, but if the original creature is missing or dies, it can’�t return to life. • You recall the dead to life in a manner similar to the original creature’s name. The original creature must be dead, and it can use any spell at your disposal to remember its name. It can cast any spell it likes, but if the original creature is missing or dies, it can’�t return to life. • You recall the dead to life in a manner similar to the original creature’s name. The original creature must be dead, and it can use any spell at your disposal to remember its name. It can cast any spell it likes, but if the original creature is missing or dies, it can’�� not return to life. • You recall the dead to life in a manner similar to the original creature’s name. The original creature must be dead, and it can use any spell at your disposal to remember its name. It can cast any spell it likes, but if the original creature is missing or dies, it can’� not return to life. • You recall the dead to life in a manner similar to the original creature’s name. The original creature must be dead, and it can use any spell at your disposal to remember its name. It can cast any spell it likes, but if the original creature is missing or dies, it can’� not return to life. • You recall the dead to life in a manner similar to the original creature’s name. The original creature must be dead, and it can use any spell at your disposal to remember its name. It can cast any spell it likes, but if the original creature is missing or dies, it can’� not return to life. • You recall the dead to life in a manner similar to the original creature’s name. The original creature must be dead, and it can use any spell at your disposal to remember its name. It can cast any spell it likes, but if the original creature is missing or dies, it can’� not return to life. • You recall the dead to life in a manner similar to the original creature’s name. The original creature must be dead, and it can
Acter Lor distertion
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You choose a creature that you can see within range and that is within line of sight to one of the spells of your choice. The target must make a Wisdom saving throw or drop the spell. The target automatically attains the highest known level of concentration it can reach, and it must then repeat the saving throw. On a successful save, the spell ends for that creature. On a failed save, the creature reverts to its human form and can’t speak, cast spells, or receive information about its friends. On a successful save, the creature reverts to its human form and can’t talk, cast spells, or receive information about its friends. Both conditions are met when the spell ends for that creature. While the spell ends for that creature, it can’t take any actions, manipulate objects, or take actions that would normally do anything harmful to the creature it is trying to protect. Abjuration
Acter Lor distertion
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You choose a portion of dirt or stone that you can see within range that is comfortable and dry, and that isn’t covered by an object or worn or carried by another creature. You and any creature that can’t see the target must make a Constitution saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell’s duration. As an action, you can cause the dirt to move up to 30 feet in a straight line and crush a creature that is within the spell's range. The creature must succeed on a Strength saving throw or be restrained by the spell for the duration. As an action, you can cause the dirt to move up to 30 feet in a straight line and crush a creature that is within the spell range. The creature must succeed on a Strength saving throw or be restrained by the spell for the duration. At the end of each restrained creature’s turn, they can make a Wisdom saving throw. On a successful save, the spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You create a magical portal that can't be opened until you finish a long rest or until you use your action to open the portal when you cast this spell. You can create the portal using any of the following options. You can also create a portal of your choice that lasts for the duration. You can create both an open portal and a secret one that lasts for the duration. You can create a portal that is both open and secret in one 8-foot-radius, 60-foot-high cylinder that can be seen from a distance of up to 60 feet. The portal can be up to 20 feet long (20 feet wide) and can hold up to 500 pounds. The portal can also be up to 20 feet wide, with an area of up to 60 feet. The portal can be open by any means that you choose. You can create one or more portals that can pass through or close to each other. You can also create portals that are 1,000 feet long and 1,000 feet high, which are similar in structure to the portal created by this spell. Each portal can be up to 10 feet in height and can be up to 20 feet wide. The portal can be open in any of the following ways: You can create one or more transparent portals that appear in any place on the plane of existence that you can see. You can create portals that are nonmagical, such as portals that can be opened with a spell slot of 6th level or higher. You can also create portals that are nonmagical, such as portals that can be opened with a spell slot of 7th level. You can cast this spell in a 15-foot cube, or in a 10-foot cube. Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You create a spectral baby that looks like a human infant that is asleep. Until the spell ends, the spectral baby grows up to three times its normal size and forms an individual body about 6 inches in diameter and weighing 10 pounds. The baby has 30 feet of reach and can move as a Huge or smaller creature. When the baby is within 30 feet of you, it radiates with warmth and light and sheds bright light in a 30-foot radius and dim light for an additional 30 feet. When the baby is no longer within 30 feet of you, it disappears, leaving behind no sound but a soft whisper and bright light. Necromancy
Acter Lor distertion
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You step into the immediate future and appear in a place of your choice within range. Until the spell ends, you can use a bonus action on each of your turns to assume a different physical form. You can then leave that form for the next possible outcome, up to DM’s discretion. Physical interaction with the place reveals you to be an unstable person, attempting to escape from whatever is at hand. You fall sickened and incapacitated, and you take6 radiant damage when you finish a long rest. Illusion
Acter Lor distertion
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 2 hours
You gain the ability to manipulate solid objects in a 30-foot cube within range. Each creature in that area must make a Dexterity saving throw. If a creature fails the save, an obstacle blocks its path and moves into the area, as if it had drawn a dart from an object or a spell of 5th level or lower and struck the object or spell. If the creature moves outside the area of effect, it can make a Dexterity check against your spell save DC to break the spell’s spell’s curse. If it fails, the spell ends. If an obstacle blocks its path into the area of effect, the spell ends, and the object or spell strikes the obstacle in its path. The spell ends if the object or spell strikes the barrier or barrier’s path, if any. Abjuration
Acter Lor distertion
Casting Time: 1 action
Range: Self
Duration:
Up to twelve creatures of your choice that aren’t on the same plane of existence as you and that can’t be dispelled by dispel magic can’t be affected by enchantments that compel them to remain within an obviously false or otherwise unenforceable barrier. You choose how the charm best impacts a target. Targets affected by the spell deal magic damage in magic damage equal to half the spell’s normal reach. You can reduce a target’s magic damage at the end of its turn by one, or raise the maximum range of a target's ranged weapon attack by 100 feet. Evocation
Acter Lor distertion
Casting Time: 1 action
Range: Touch
Duration: 1 minute
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. Eagle’s Splendor. The target has advantage on Charisma checks. Fox’s Cunning. The target has advantage on Intelligence checks. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes
This spell shapes a creature’s dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don’t sleep, such as elves, can’t be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can’t take actions or move. If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target’s dreams. The messenger can also deliver a message to the target that lasts for the duration. If the messenger doesn’t appear in the target’s dreams within 30 days of the target’s waking, the messenger immediately awakens the target and confuses it into thinking it has seen the messenger deliver a message. The messenger doesn’t detect dreams of the target, but it must make a Wisdom saving throw. On a failed save, the messenger immediately awakens the target and confuses it into thinking it has seen the messenger deliver a message. The messenger doesn’t detect dreams of the target, but it must make a Wisdom saving throw. On a failed save, the messenger immediately awakens the target and confuses it into thinking it has seen the messenger deliver a message. The messenger doesn’t detect dreams of the target, but it must make a Wisdom saving throw. On a failed save, the messenger immediately awakens the target and confuses it into thinking it has seen the messenger deliver a message. The messenger doesn’t detect dreams of the target, but it must make a Wisdom saving throw. On a failed save, the messenger immediately awakens the target and confuses it into thinking it has seen the messenger deliver a message. The messenger doesn’t detect dreams of the target, but it must make a Wisdom saving throw. On a failed save, the messenger immediately awakens the target and confuses it into thinking it has seen the messenger deliver a message. The messenger doesn’t detect dreams of the target, but it must make a Wisdom saving throw. On a failed save, the messenger immediately awakens the target and confuses it into thinking it has seen the messenger deliver a message. The messenger doesn’t detect dreams of the target, but it must make a Wisdom saving throw. On a failed save, the messenger immediately awakens the target and confuses it into thinking it has seen the messenger deliver a message. The messenger doesn’t detect dreams of the target, but it must make a Wisdom saving throw. On a failed save, the messenger immediately awakens the target and confuses it into thinking it has seen the messenger deliver a message. The messenger doesn’t detect dreams of the target, but it must make a Wisdom saving throw. On a failed save, the messenger instantly awakens the target and confuses it into thinking it has seen the messenger deliver a message. The messenger doesn’t detect dreams of the target, but it must make a Wisdom saving throw. On a failed save, the messenger immediately awakens the target and confuses it into thinking it has seen the messenger deliver a message. The messenger doesn’t detect dreams of the target, but it must make a Wisdom saving throw. On a failed save, the messenger immediately awakens the target and confuses it into thinking it has seen the messenger deliver a message. The messenger doesn’t detect dreams of the target, but it must make a Wisdom saving throw in case it fails the spell. On a successful save, the spell ends. Enchantment
Acter Lor distertion
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. Eagle’s Splendor. The target has advantage on Charisma checks. Fox’s Cunning. The target has advantage on Intelligence checks. Owl’s Wisdom. The target has advantage on Wisdom checks. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You touch a willing creature and bestow upon it the power to make one ability check of your choice, which you can make as an action. On each of your turns until the spell ends, you can use your action to issue a command to the target: “Attack!‘ Attack! Attack!‘ Dash!‘ Break through!‘ Reduce!! Fall!‘ All at once!” You can also issue a single, general command, such as Attack,‵ Attack! Attack!” Attack!”† Attack!”‗ and so on, until the target performs one of the following actions: • Roll an 8 or higher; add your proficiency bonus to the result • • Add your Wisdom bonus to the result • • or subtract your proficiency bonus to the number rolled • • Or, if you prefer, subtract your proficiency bonus to the number of attacks made along with other possible damage. If you receive a successful roll, you can issue a different command if you think it is in your best interest that the creature be carried. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can have up to three creatures of your choice that you can see within range when you cast the spell imbued with it imbue it with nature magic. Each of the creatures must be within 30 feet of one another when you cast the spell, even if they don’t share a common plane. Abjuration
Acter Lor distertion
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
One piece of nonmagical nonliving matter, such as wood, stone, or metal, is thrust into the air to create a pillar of strong wind. Each creature in a 20 foot cube centered on the pillar is pushed up to 10 feet away from it by means other than knocking. An arm or leg is suspended in the pillar and can move at your direction as a bonus action. The arm or leg can move independently of you, but you can’t ram into or crush it. The pillar leaves behind a 10-foot diameter cylinder centered on that pillar. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 14d6 bludgeoning damage and is knocked prone. On a successful save, the creature takes half damage. If a pillar is pushed into a creature’s space and caught between two solid masses of fire, a piece of the pillar falls and explodes, extinguishing the flames within 30 feet of it and dealing 2d8 bludgeoning damage to the creature. Evocation
Acter Lor distertion
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren’t affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one. Necromancy
Acter Lor distertion
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects. The effect lasts for the duration. Bear’s Endurance. When the target reaches the maximum possible capacity allowed for the spell, it increases its rate of growth by one step per ability level above 3rd. Bull’s Strength. When the target is weighed down with damage, it makes a Constitution saving throw. On a failed save, it automatically fails the spell. Cat’s Grace. When the target is restrained, it can use an action to make a Strength or Dexterity check against the spell’s saving throw DC. On a success, the spell ends. Eagle’s Splendor. When the target is first bonded to your body, it assumes a humanoid form of the chosen kind, and acts in the manner of the chosen creature for the duration. Using the chosen form as a whole gain 1d4 + your proficiency bonus, and gaining any number of temporary hit points equal to twice the spell’s level. Feline’s Senses. While bonded to your body, you can use your action to cause your cat’s Senses to change colorate in an effort to hide from your senses. The change lasts for 1 hour. Fox’s Cunning. While frightened by you, your movement and attacks deal an extra 1d4 radiant damage to you. You know if you are attacked or touched by a hostile creature. If a hostile creature touches you while you are within 1 mile of you, the creature must succeed on a Dexterity saving throw to avoid the effect. Child’s Magic. While frightened by you, your movement and attacks deal an extra 1d4 acid damage to you. You know if you are attacked or touched by a hostile creature. If so, you are immune to this effect. Ally’s Senses. While frightened by you, an enemy creature that can’t be charmed must succeed on a Wisdom saving throw or become frightened of you until the spell ends. Feline’s Lust. While frightened by you, an enemy creature that can’t be charmed gains in Sex appeal, including any sexual relations that take place within 100 feet of you. Feline’s Sense of humor. While frightened by you, an enemy creature that can’t be charmed gains in Silly Laugh. While frightened by you, an enemy creature that can’t be charmed gains in Romance. While frightened by you, an enemy creature that can’t be charmed gains in Romance. Feline’s Sense of humor. While frightened by you, an enemy creature that can’t be charmed gains in Persistent Smell. While frightened by you, an enemy creature that can’t be charmed gains in Sense Motive. Ally’s Senses. While frightened by you, an enemy creature that can’t be charmed gains in Sensory passage. While frightened by you, an enemy creature that can’t be charmed gains in Feeling shy. Feline’s Viciousness. While frightened by you, an enemy creature that can’t be charmed gains in Cunning. You know if it has an Intelligence score of 3 or less, and if it has an Intelligence score of 2, you know if it has the ability to conceal its true nature. If it doesn’t have an Intelligence score, its Cunning score is incremented by 1. If it has an Intelligence score of 1 and its Cunning score is multiplied by 1, its Cunning score is increased by 1. Each time you cast a spell that targets a specific creature, you can target that creature with an Intelligence saving throw. Targeted eliminations count against your statistics until the start of your next turn. 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. Enchantment
Acter Lor distertion
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch a creature and bestow upon it a protective magical effect. Choose one of the following effects; the target gains that effect until the spell ends. Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. Eagle’s Splendor. The target has advantage on Charisma checks. Fox’s Cunning. The target has advantage on Intelligence checks. Weasel’s Splendor. The target has advantage on Intelligence checks. Weasel also has the ability to speak a limited number of languages, which the target can understand only in its own language. In addition, whenever the target makes an Intelligence check, its Intelligence becomes 1. The target also gains the ability to speak a limited number of languages, which the target can understand only in its own language. In addition, whenever the target makes an Intelligence check, its Intelligence becomes 1. Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch a creature, and that creature becomes charmed for the duration. The target’s game of the next level is repeated until the target drops to 0 hit points. This spell automatically phantasically ages any creature under the age of 10 years old. Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. 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
Acter Lor distertion
Casting Time: 1 action
Range: Touch
Duration: Until dispelled
When a creature in the area attains the age of majority, a curse, or ends its own turn, one of the following effects occurs. On each of your turns until the spell ends, you can use your action to speak the curse's name and compel the creature to perform an act of sacrifice that you deem appropriate. The curse must target a target other than the target’s first turn target, as specified above. The creature must succeed on a Charisma saving throw or take 5 d10 psychic damage. On a target that succeeds on its saving throw, the target is pushed to one of its turns from the affected target until the spell ends. Abjuration
Acter Lor distertion
Casting Time: 1 action
Range: Touch
Duration:
Until the spell ends, your writing becomes invisible and stands up to combat. While enclosed by an opaque barrier, the writing surface is flat and light-years away from you. While enclosed by the barrier, any creature that can’t see or hear you must make a Wisdom saving throw against your own spellcasting DC. On a failed save, the creature is restrained as you attempt to write the message. A creature restrained by the spell can use its action to make a Wisdom saving throw against the spell. On a success, the creature is no longer restrained and must make a Wisdom saving throw the following afternoon to re-enlarge. On a failure, you pull the spell from your pocket and can’t use it for 24 hours or more. At any time after you cast the spell, you can use your action to return to your normal spellcasting form, which can be any of the following ways: • While restrained by the spell, the creature can use an action to make a Strength check against your spell save DC. If successful, the creature is no longer restrained and must make a Strength saving throw against your spell save DC. • You grant the creature an ability scorerigger spell attack, which it can use in place of the normal attack roll. If the creature lacks the ability scorerigger spell, the spell doesn’t apply to it. • You grant the creature the ability to make Charisma checks with Intelligence II and III. If the creature fails either of those tests, the creature is charmed for the duration. When the spell ends, the creature knows it was charmed by you. Enchantment
Acter Lor distertion
Casting Time: 1 action
Range: Touch
Duration:
You and up to three creatures who link hands or who have a bond or who share a common language are bound to each other, causing them to fight in a melee combat. If a creature starts out as a bonus action on your turn and starts its turn against you with disadvantage on attack rolls or attack damage, it instead makes a Wisdom saving throw against despair. For the next melee combat, the creature can make a Wisdom saving throw against despair. If it succeeds, it is no longer bound to you as a creature. A creature can be killed by two melee attacks from you, and three melee attacks from behind you, by means not previously mentioned. Abjuration
Acter Lor distertion
Casting Time: 1 action
Range: Touch
Duration:
You touch a creature and choose whether to invoke an illusion, a new spell, or some other magical effect. The target automatically succeeds on all Intelligence and ability checks, as well as saving throws, that use your choice to determine if the illusion would be effective against you. If successful, the illusion becomes uncontrollable, granting you advantage on attack rolls and saving throws for the entire duration. If the illusion is real and you fail any saving throw required to use the spell, the spell ends, and the spell ends on the target. False Appearance. You know how many times you have told a creature you know to be a false name, a mischievous spirit, a pervert, or a deranged fool. The DM rolls a d 100 and consults all of these statistics for the effect. Illusion
Acter Lor distertion TransmutationActer Lor distertion
Casting Time: 1 action
Range: Transport
Duration: Up to ten minutes
You enter a magical portal that leads to a place you choose within range. You can enter the portal by saying the following command in a location that you know: • Place the cursor over the entrance and say the following command in a location that you know is within range: • Step inside the portal and exit from the portal. • Once inside the portal, you can rejoin the group as an action and rejoin the group as an action of your choice. This teleportation occurs at the location where Lor first appears, 5 feet away. Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: Unlimited Duration
Duration:
You weave together threads of energy to form a creature’s every ability, up to a maximum of twenty-four hours at a time, that it can use to perform a task. The process can take up to eight hours. Until the spell ends, you can use a maximum of one effect of a creature’s type on the creature to perform a task that normally requires two or more of your ability scores. The creature can use one ability modifer, two ability scores modifer, and two trait scores modiferating to achieve two of your proficiency bonus, three of its proficiency bonus, or four of its proficiency bonus. Transmutation
and Prime and Prime _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ /* _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ and Prime )and Prime
Casting Time: 1 action
Range: 10
Duration: 1 Hour
You create a vortex of air in a 20-foot cube centered on a point you choose within range. The vortex lasts for the duration, and its area is lightly obscured. When a creature enters the vortex for the first time on a turn or starts its turn there, the creature must make a Constitution saving throw. On a failed save, the creature takes 1d6 bludgeoning damage and is caught in the vortex for the duration. Any creature caught in the vortex is also blinded until the spell ends. The weak link a creature must link its attack and spell attack rolls against a creature within 30 feet of it. When the creature scores an attack roll against a vortex, the creature can use its action to move up or down three feet of a side by side so that it is facing away from the vortex. The strong link the creature must link its attack and spell attack rolls against a creature within 30 feet of it is broken. The creature can move up to 20 feet behind the vortex if it is on the ground. Transmutation
and Prime
Casting Time: 1 action
Range: 10
Duration: 24 Hours
This spell summons the creature within range and calls within it each time a harmful spell occurs (range: 1,000 - 3,000,000 feet), as long as the spell remains in effect until the target realizes how hard it is to reach the target. The summoned creature obeys any verbal commands that you issue to it (no action required by you), as long as they follow your verbal commands (no action required by you). As an action, you can cause the summoned creature to issue a verbal command to any creature within 60 feet of you that you choose when you cast the spell. Alternatively, you can cause the creature to issue a scripted command when you trigger its action, such as as during a long rest. You can also cause the creature to automatically answer questions to which you are indifferent (no action required by you). At the DM’s option, you might also specify a set of simple but powerful words you wish to affect the creature with a verbal command, such as “ask the dragon’s guardian’s question’ or “ask the fey’s question’. While these words describe the creature’s answer, they do so only while the creature is within 60 feet of you’s laboratory. If you cast these words while the spell is in effect, the creature recognizes you as the speaker (or hears your voice through its movements), and you automatically take the Spell Focus assignment (no action required by you) when you finish casting the spell. If you take an action that has already been taken to cast this spell, the spell fails. Divination
and Prime
Casting Time: 1 action
Range: 10 Days
Duration: Instantaneous
You invoke something beyond words, a message that can reach as far as the arm of a human’s imagination. Then come another message from beyond the veil, an amazing story of magic and battle—or a tale of triumph and defeat, with the victor being crowned King of Tyria—as the world’s greatest mage of wizardry. Choose a message from across Tyria, from the war to the war of his life. You or a creature you are touching can choose a story, set in a setting of higher politics, or from a series of words that can encompass a wide range of subjects. Choose a message from the gods, the gods of Tyria, or a tale from the gods themselves. You can also offer up a message from another demiplane, one in which a specific deity, god, or thing is depicted, such as Thalmor, Gnoll’s pantheon, or any other pantheon. If you don’t choose a message from a deity, you offer up some information, such as a symbol or title, to persuade its followers to bless your service. The DM might also decide to issue a Divine Order rule that makes the messenger resemble the deity you choose. If you choose that explanation, the message is no longer offered or written by that deity, and it might appear at your option once you cast this spell. Divination
and Prime
Casting Time: 1 action
Range: 10 Hours
Duration: Instantaneous
Choose one creature that you can see within range. The target must succeed on a Wisdom saving throw or take 1d6 necrotic damage on a failed save. The target takes half as much damage on a successful save. Transmutation
and Prime
Casting Time: 1 action
Range: 120
Duration: 8 Hours
Describe, heal, and animate the things you shape and who you are. You assume the form of a Large or smaller creature that is friendly to you and that occupies 5 feet of your space. You decide what kind of creature you are and what kind of magic is affecting the beast. While the creature is within 5 feet of you, you make all other creature’s ability checks, ability to see or hear anything beyond 5 feet of you, ability to see invisible creatures within 5 feet of you, or blindness for 1 minute. The creature can’t be targeted by spells or harmful energy. Creatures targeting you can use a bonus action to cause the creature to regain all expended pounds. If the creature w as injured while it is conscious, it also regains all expended pounds. Transmutation
and Prime
Casting Time: 1 action
Range: 120
Duration: 8 Hours
The halo-like aura that surrounds a creature, known as nature spirit, is composed of six rays, arranged in a fixed pattern. Each ray is bright light and lasts for the duration. If you choose a creature within 60 feet of the halo, the spell creates a magical bond between the two creatures through which the rays beam (similar to a web created by a magic door). The bond lasts for the duration, and the creature is blinded and deafened for the duration. The creature is limited in its movement and can’t speak any language other than English. Divination
and Prime
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
Choose a creature or an object within range. A Large or larger creature succeeds on a Wisdom (Perception) check made to discern the creature’s color, size, and mouth color. When you cast the spell without targeting it, the creature recognizes you as the creature it recognizes as a creature, and the spell recognizes it as a creature, but it isn’t able to communicate with you. The creature recognizes you as such, though it lacks the ability to understand your thoughts or behavior. The creature uses its action to make a Wisdom (Perception) check against your spell save DC, and if successful, it witnesses you doing whatever the creature does to survive. When the spell ends, the creature sees you as the creature it recognizes as a creature and recognizes you as a creature as the creature it chooses. (You can use your action to make a Wisdom (Survival) check against your spell save DC against a spell that isn’t on your spell list. The creature recognizes you as the creature it recognizes as a creature and recognizes you as a creature as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature I choose Vegetable oil and/or honey I eat plant foods or herbs I use for my clothes, weapons, or any other activity that affects me effectively, such as growing plants or growing trees My clothing and armor I can make use of items from other creatures' clothing (such as armor made of bone or wood) or magic items from my enemies' clothing (such as daggers or bolts of lightning). The creature must make a Charisma saving throw. On a failed save, the creature’s spells and magic items fail to work. On a successful save, the item fails to affect the creature’s magic items or affect the creature’s clothing. Transmutation
and Prime
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
You choose a piece of flesh that is a bit too large to fit into a container. The creature’s back is the best seat, so put your foot on the one you'd like to hold. When you make an attack roll, you are targeting your own back. You have advantage on the attack roll if you are on your back in normal space, unless you have a spell slot of 2nd level or higher. On the attack roll, any effect from within your space on the creature requires you to make a successful Constitution saving throw. On a failed save, you take 1d6 piercing damage. As a bonus action, you can move the two of you up to 60 feet in a straight line and cause one of the following effects with each new space you occupy: • You cause one creature to make an Intelligence saving throw. If it succeeds, you create a new one within 10 feet of where it was created. If it fails, you create a new one within 10 feet of where it was created. If it either succeeds or fails the saving throw, you choose which effect to effect. This change lasts for the duration and is cumulative with any other effect. Blade of Fire. You cause flames to flicker and wither in a 20 foot radius. These flames can’t move or explode. Each 15-foot cone, originating from a different creature or place within reach, burns for a number of rounds equal to 1d8 bonus damage. These flames can’t extinguish unoccupied spaces. A creature takes 3d6 fire damage when it enters a burning component or the component emits a dim light cast by this spell. This change lasts for the duration and is cumulative with any other effect. Blade of Frost. You cause a raging blizzard to speed through the air in a 30-foot-radius sphere centered on a point within range. The frigid air sucks up all life in its area, which must make room for at least one creature capable of making contact with the flesh. The blizzard sucks up as many as two hundred creatures and then wastes no time in freezing them at the start of its current turn. Each creature affected by this spell takes 1d10 cold damage, and it is blinded. A creature fully submerged in the blizzard's ice takes no damage from its cold damage. Conjuration
and Prime
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
You make a magical cord from your wand that reaches to one creature you can see within range and touches it to create a simple, invisible teleportation spell. You choose whether the spell activates or disables, or whether the spell transfers to another object, an activity, or a password. The object, activity, or an invisible password serves as the target spell, and you move within earshot of the target as if you and all other creatures spoke the target spell. The spell ends if the target is ever within line of sight of you or if the spell has a range of 300 feet or more. Illusion
and Prime
Casting Time: 1 action
Range: 120
Duration:
Until dispelled, a warp went through one of you and then disappeared. You are immune to all damage and can’t use reactions or abilities. You can then use an action to move to a spot where the warp disappeared but that creature must succeed on a Constitution saving throw or take 4d6 psychic damage and become trapped in the warp for the duration. A creature trapped in the warp for the duration can use its action to make a Strength saving throw. If it succeeds, the warp ends, and the spell ends for that creature. This spell doesn’t, however, extend to creatures that leave the warp before the spell’s duration ends. The spell can also protect a creature trapped in the warp from physical attack. Transmutation
and Prime
Casting Time: 1 action
Range: 1 Hour
Duration:
1 Hour ********3/day ********** ********** ********** ********** ********** ************** ********** ********** ************** ********** ************** ************** ************** ************** ************** ************** ************** ************** ************** ************** ************** ************** ************** ************** **************
and Prime
Casting Time: 1 action
Range: 1 Hour
Duration: 5 minutes.
You conjure up a large wall of bright light in a 40 foot radius, centered on a point you choose within range. A successful Constitution saving throw negates the spell. You can also use your reaction to dismiss the spell. Conjuration
and Prime
Casting Time: 1 action
Range: 1 Hour
Duration:
A creature known as Optimus Prime appears and performs a special act. Choose one of the following effects. Transmute Rock or Stone to stone. Break Small or Medium Armor. Reduce Flame Resistance. Reduce Thick Smite Resistance. Reduce Thick Hands Resistance. Reduce the size of any armor plates on your person. Taunt. Give your creatures in a 150-foot radius to a melody heard 100 feet away. If your creatures hear the melody, make a melody of it. A melody can contain notes as long as one tune, one word, or one word only. Choose one tune to accompany a melody: • Three notes - used to open a door or open a window. • Four notes - used to open a trench or buckle a door. • Five notes - used for opening or blocking a door. • Six notes - used to open another door or open another trench. Trinket Effect. Your magic sweeps a tremorbore along the fretboard of a creature you choose, causing it to become insistent in doing so. The tremor spreads around corners and within reach of creatures with Strength scores of at least one and less than 5 feet. Transmutation
and Prime
Casting Time: 1 action
Range: 1 Hour
Duration:
A shadowy figure appears and hovers until the DM chooses its appearance and sort of form. The figure is Medium or smaller, and it can’t be a creature. You can specify creatures with truesarc that this form is of Medium or smaller. The figure disappears when the spell ends. The figure can’t attack or stand still by means of another form. The DM chooses a shorter form, such as a bard’s bard’s bard’s typical form, or a knight’s knight’s typical form, for its cubby form. The DM makes the bard’s warding ability checks. The warding pattern is drawn within two random 5-foot squares on each side of the figure. If you cast this spell multiple times, you can have no more than two of its patterns active at a time, and you can dismiss such an effect as an action. Transmutation
and Prime
Casting Time: 1 action
Range: 1 Hour
Duration: Concentration, up to 1 minute
You touch a creature or object. The target must make a Wisdom saving throw. The target takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. If the target already has this ability, it can use that ability a number of times equal to the spell’s level. Conjuration
and Prime
Casting Time: 1 action
Range: 1 Hour
Duration:
This spell creates a beam of light that appears in a 30-foot cube on the ground within range that lasts for the duration. The beam can be a cylinder or an upper wall, or a sheet of thick and thin sheeting. In either form, the beam lances upward from the ground and catches fires. When the spell ends, any creatures or objects caught in the beam are knocked prone, and a robot-like creature descends from the ceiling for a moment to collect the fallen objects and move off the beam. The creatures or objects can be damaged and/or knocked unconscious. At the start of each of your turns until the spell ends, you can use an action to dismiss the illusion. Transmutation
and Prime
Casting Time: 1 action
Range: 1 Hour
Duration:
Transmutation
and Prime
Casting Time: 1 action
Range: 1 Hour
Duration:
You call down a magical bolt of light to illuminate one side of up to 30 feet square. The area is bright light within 30 feet of it and dim light for an additional 30 feet. For the duration, each creature that ends its turn within 30 feet of the location when you cast this spell must succeed on a Constitution saving throw or its whole group is engulfed in blackness for that turn. The blackness immediately ends, and any creature that fails its save against this spell has disadvantage on that saving throw. It also causes any flames or smoke within 30 feet of the target to flicker colorfully, making it difficult terrain for creatures of normal or medium size. Conjuration
and Prime
Casting Time: 1 action
Range: 1 Hour
Duration:
You call forth a spirit that you can see within range to fight or avoid your attacks. The spirit acts on the target, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. For the duration, the target has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder. Additionally, if the target takes any damage, it reverts to being a zombie, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. This spell has no effect on constructs or undead. Evocation
and Prime
Casting Time: 1 action
Range: 1 Hour
Duration:
You create a magical object weighing only 1 kilo or 0.5 pounds that can be held and carried by two willing creatures. The object is unfurnished and can be destroyed by force of arms. If you cast this spell multiple times, you can use a maximum of three uses of the spell before it ends. If you use it again before it ends, you create a new magic object that might be the largest ever made. You decide when the spell reaches its maximum effect and when it ends. You can create two such objects at once, or issue them as many as three orders at a time. You can also direct them to do one of the following: - open an unlocked chest or chest slot - open an unlocked door or window - open an unlocked drawer or opening - open an unlocked door or window - open an unlocked door or window - open an unlocked compartment or barrier - open an unlocked door or window - up to six (6) locked vials or vials containing both magic and magical objects remain open in these cases. You can combine this spell with another spell of 7th level or higher to create two (2) operable operable operable containers. These containers can hold up to four (4) containers at a time, with one (1) container for each slot level above 6th. The containers can be opened and closed using only one finger. When the spells end, the containers are destroyed. Transmutation
and Prime
Casting Time: 1 action
Range: 1 Hour
Duration:
You create a magic item that lasts for the duration. You must use a 5 - 14 initiative for the item to work. It takes 5d10 magic damage on a failed save, and it has no memory of its past. When you use the item on a creature, make a Charisma saving throw, taking 3d10 psychic damage on a failed save, or half as much damage on a successful one. The item can be restored to its normal state by spending 2 gold and 5 hit points. If the item is worn or carried by a target, it is unfurnished and unaffected by magic. Divination
and Prime
Casting Time: 1 action
Range: 1 Hour
Duration:
You create a vortex of green energy that lasts for the duration. The vortex is composed of two panels of stone, one panel of stone and one panel of stone. Each panel consists of up to three feet of wood, two feet of stone or two feet of stone and three inches of metal. Each panel is nearly invisible. The stone panels are invisible because of the panels' opacity. When you create the vortex, make a ranged spell attack against one creature within 5 feet of the panel. That creature must succeed on a Constitution saving throw or be affected by the spell for its duration, if it’s alive. On a successful save, the spell ends. A creature can be affected only by one spell of a type known to the spell’s target, or two of a type known to the target (creatures and objects that can’t be damaged by spells or other magical effects can’t be affected by spells). The spell's effect can’t be reduced or prevented, and you can use your action to reduce the water panel by an amount equal to twice the amount of water you have on hand. You can also use your action to create a burst of water, rising from the bottom of the chamber 5 feet above the water level. This burst has the same area and triggers as the water panel, and lasts for the duration. The water erupts creates a 15-foot cube of swirling water centered on that point. Each creature in the area when you cast the spell must succeed on a Dexterity saving throw or take 1d10 bludgeoning damage, and one creature of your choice that isn’t within 5 feet of the water fountain and that can’t move must make a Dexterity saving throw. A creature takes 1d10 bludgeoning damage on a failed save, or half as much damage on a successful one. Each round on your turn, you can halve the water’s surface area for the duration by up to 10 feet. Transmutation
and Prime
Casting Time: 1 action
Range: 1 Hour
Duration:
You draw a circle on the ground of the Earth. Make a vertical leap from one edge of the circle to the other, which creature receives the leap. Each creature who ends its turn within five feet of the source of the blast must make a Dexterity saving throw. A creature takes 8d8 bludgeoning damage on a failed saving throw, or half as much damage on a successful one. If a creature fails the saving throw, the creature is both injured and hurled into the nearest unoccupied space of the creature’s choice that is within 30 feet of the source of the blast. Transmutation
and Prime
Casting Time: 1 action
Range: 1 Hour
Duration:
You raise one of the following statistics: • You know the statistics of all creatures you take the attack action on. • You have advantage on all attack rolls, ability checks, and saving throws you make to cast this spell. • You create at least one temporary visible stat change with each casting of this spell. • You create one of the following effects within 24 hours of casting this spell: • You instantaneously gain the statistics of a creature or an object already known to you, such as a half-orc or halfling. • You instantaneously gain the statistics of a creature or an object already known to you, such as a halfling or a wizard. • You instantaneously gain the statistics of a creature or an object already known to you, such as a halfling or a wizard. • You instantaneously gain the statistics of a creature or an object already known to you, such as a Halfling or a wizard. • You instantaneously cast a spell with a range of 60 feet that targets a specific elemental or nature creature or a specific ability of a specific class of creature or nature, such as a bat, crab, fey, fiend, or elf. Evocation
and Prime
Casting Time: 1 action
Range: 1 Hour
Duration:
You teleport yourself and up to five friends to a safe location. You choose a location within range of a spell of a level you plan to cast. Creatures are invisible from this spell. Creatures can’t enter or leave this spell’s radius. You assume the location’s basic state and move with you, mimicking the flow of a normal conversation. When you move, you take 2d8 damage of the closest ranged spell’s level. A creature must also make a Wisdom saving throw to cast that spell. On a failed save, the target suffers 1d10 necrotic damage, and it must then use its reaction, instead of its action, to make a new one. If you cast this spell again, the damage decreases by 1d10, and the new one deals 1d10 necrotic damage of the same type as your current hit point. This spell has no effect on constructs or undead. Necromancy
and Prime
Casting Time: 1 action
Range: 1 Mile
Duration: Duration: Concentration, up to 1 hour
You imbue a creature you can see within range with magic. You choose a specific spell or magical effect, or a set of magical effects that can be determined by studying its statistics. If a spell or magical effect would grant you a benefit that would reduce the target’s maximum Hit Point level, you might instead reduce the target’s maximum Hit Point level by 1 until it reaches 0 hit points or the lowest level of exhaustion you have. Transmutation
and Prime
Casting Time: 1 action
Range: 1 Mile
Duration: Instantaneous
You awaken to life within an area you choose within range. Choose a point you can see on the ground within range, or choose one of the following options for where you will appear on the ground: • You w ere transported to a different area of the game where you have expertise in a knowledge of a specific skill, class, or subtype of weapon used to craft the magic within that magic’s power. • You arrive in a place within range without spending a spell’ing turn there. • You appear in an area that is no larger than a 200-foot cube and is made from translucent crystal. Conjuration
and Prime
Casting Time: 1 action
Range: 1 minute
Duration:
1 minute (You create a gateway to one of your zeroes. The gateway appears in a random location on the ground within range and lasts for the duration.) (You can create a gateway from a zeroes you cast and then use your action to create a gateway from zeroes you cast and then use your action to create a gateway from zeroes you cast and then use your action to create a gateway from a zeroes you cast and then use your action to create a gateway from zeroes you cast and then use your action to create a gateway from zeroes you cast and then use your action to create a gateway from a zeroes you cast and then use your action to create a gateway from a zeroes you cast and then use your action to create a gateway from a zeroes you cast and then use your action to create a gateway from a zeroes you cast and then use your action to create a gateway from a zeroes you cast and then use your action to create a gateway from a zeroes you cast and then use your action to create a gateway from a zeroes you cast and then use your action to create a gateway from a zeroes you cast and then use your action to create a gateway from a zeroes you cast and then use your action to create a gateway from a zeroes you cast and then use your action to create a gateway from a zeroes you cast and then use your action to create a gateway from a zeroes you cast and then use your action to create a gateway from a zeroes you cast and then use your action to create a gateway from a zeroes you cast and then use your action to create a gateway from a zeroes you cast and then use your action to create a gateway from a zeroes you cast and then use your action to create a gateway from a zeroes you cast and then use your action to create a gateway from a zeroes you cast and then use your action to create a gateway from a zeroes you cast and then use your action to create a gateway from a zeroes you cast and then use your action to create a gateway from a zeroes you cast and then use your action to create a gateway from a zeroes you cast and then use your action to create a gateway from a zeroes you cast and then use your action to create a gateway from a zeroes you
and Prime
Casting Time: 1 action
Range: 1 minute
Duration:
A creature uses up to one use of its reaction to deal 1d8 bludgeoning damage to a creature within 5 feet of it. The target must succeed on a Strength saving throw or take 2d6 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, one additional creature must be dealt damage for each slot level above 1st. Necromancy
and Prime
Casting Time: 1 action
Range: 1 Round
Duration:
When you make a ranged spell attack with a weapon, you can elect to halve the weapon’s damage and deliver a direct, nonmagical weapon punch to each creature within 5 feet of it. If you deliver a direct, nonmagical weapon punch, your weapon impacts against one of the creatures, issuing a severe piercing blast that leaves at least one creature unconscious. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the ammunition used for the attack increases by 2 for each slot level above 3rd. Abjuration
and Prime
Casting Time: 1 action
Range: 1 Round
Duration:
You invoke the power of the god you wish to protect, in a form that is either invisible or inanimate. Choose a creature you can see within range. That creature must succeed on a Wisdom saving throw or be invisible to you for the duration. The invisible creature becomes hostile, attacking whenever it hits or running when it can no longer move. While invisible to the creature, you can shape the creature’s appearance so that it appears as though it were heavily obscured, such as a human’s hair or a unicorn’s beard. The creature can be invisible to you for the duration. The creature is under your control for the duration, and if it wastes its action attacking you, you can give it a benefit equal to how much longer you have left to fight it off. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration can limit you to ignoring effects that would target an unwilling target, such as phantoms‘s mystic spell and staves”s profane message, or casting spells with a target that targets an unwilling creature. Abjuration
and Prime
Casting Time: 1 action
Range: 24 Hours
Duration:
This spell allows a creature of your choice that you choose to serve a life sentence to willingly serve another creature’s life. To do so, cast the spell on the creature. The creature dies if you or someone else causes it to exceed half the creature’s hit point maximum. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the reduction lasts for 24 hours (if you have it already, you can cast it once before the break ends). At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the reduction increases to 1/2 level for each slot level above 5th. Transmutation
and Prime
Casting Time: 1 action
Range: 24 Hours
Duration:
This spell creates a magical portal between two dimensions known as the Three Worlds, opening into a vast and unknown unknown world, where creatures, plants and magical forces coalesce to create a new form of reality. Such a creation can take place as sudden, unpredictable or as inevitable as a sudden gust of wind or a sudden rain. The portal allows the cast a telepathic link with a living creature or other entity that you choose (the spell fails and the creature’s movement is immediately interrupted, or the creature tries to cast a spell that relies on cover, a spell slot of 5th level or lower, or some other magic based method of communicating with the real world). You can use this telepathic link to allow one creature you trust to make a wish based on the information you issue to a wish that is manifest in a piece of parchment or paper within range. You can allow the spell’s casting of a wish to fail and the creature is cast ageless, and the spell fails. If you cast the spell with a non-wavering or non-energetic companion, the spell ignores that companion and casts whatever spell it requires as a group action, casting this spell to restore the creature’s life to its ethereal form. Evocation
and Prime
Casting Time: 1 action
Range: 2 hours
Duration:
When you cast this spell using a spell slot of 4th level or higher, the magic circle fills up temporarily. At any point during the duration, a Large or smaller demon beast or plant that you choose that weighs no more than 5 pounds (not including the creature’s carry capacity) or whose weight is less than the spell’s capacity can’t be carried by the spell for the duration. The spell then ends, leaving behind only the nearest human or other plant. Transmutation
and Prime
Casting Time: 1 action
Range: 30
Duration: 10 Hours
A magic broom capable of moving up to 10 feet in any direction. The staff is light to moderate and can fit into a pocket or small compartment that you can see within. Magical staffs can also be used to conjure or trap creatures. When you cast this spell, you can release a staff from its holding object, but it must be unfarmed. The staff remains as a magical staff until the spell ends or you dismiss it as an action. Alternatively, you can make an object move with you and cause the staff to automatically shift to one side while you are within 5 feet of the object, provided that you are within 5 feet of it and that the object is neither worn nor carried by another creature. The staff remains linked to the object it is tied to through the magical cord of the staff's movement. After the spell ends, you can use an action to dismiss the magic staff and cause it to automatically shift to the other side. Duration
and Prime
Casting Time: 1 action
Range: 30
Duration: 1 Hour
A shimmering portal, open only to the constellations of the known universe, appears and extends out of the void until the time limit is reached. The portal is made of energy that coalesces and withers in a manner similar to a fish tank. Creatures and objects enter and exit the portal. A creature can make a Wisdom saving throw to resist. It takes 7d10 poison damage on a failed save, or half as much damage on a successful one. The portal is permanent and lasts for the duration. When the portal appears, any creatures or objects that aren’t affected by spells or other magical effects that pass through it (such as removing a barrier created by a spell or casting a spell of 3rd level or higher) take 14d6 necrotic damage, and magical vines that are restrained by the portal collapse and withers around it. The portal is a portal to another dimension. open and far sealed Both the portal and the sealed area can’t be opened or warded. A sealed portal is a space that remains closed while an opening is made. A sealed portal blocks a creature or an object (such as a door or a chest ) or (such as a wall or a box or a shelf ) from entering the portal or the sift magic placed there. A sealed portal prevents a creature or an object (such as a door or a chest ) from entering or spending time within the sift magic placed there. A sealed portal blocks a creature or an object (such as a box or a shelf ) from entering or spending time within the sift magic placed there. A sealed portal blocks a creature or an object (such as a box or a shelf ) from entering or spending time within the sift magic placed there. A sealed portal blocks a creature or an object (such as a box or a shelf ) from entering or spending time within the sift magic placed there. A sealed portal blocks a liquid object from flowing out of the portal (for example, a dead body in a sealed container might be transferred to the open space where a creature might inhabit it) into a nearby unsecured passage. Conjuration
and Prime
Casting Time: 1 action
Range: 30
Duration: 1 Hour
This spell creates a magical portal between two points within range. The portals appear in the following ways: • At the start of each of your turns, if you are fighting a creature or a creature with a Strength score of 10 or lower and the portal points to a different location than the one you’re fighting, you can assume a different form. If you assume a crossbow or similar weapon of your choice and which is neither heavier nor more powerful, you can use your action to cause the crossbow to deal a reach check against your spell save DC. If you fail, you loose all your Strength and become blind. If you succeed, there is no long-term effect on you. If you fail, the portal opens and the creature w as blinded and deafened (your AC for the turn is 11, and you regain hit points equal to half your total hit points). Abjuration
and Prime
Casting Time: 1 action
Range: 30
Duration: 1 Hour
This spell instantaneously transforms two corpses of Eitri into servants of Fire. The bodies, which are of the appropriate size and quality for the spell’s element, are magically immune to fire damage, and the spell ends immediately. Conjuration
and Prime
Casting Time: 1 action
Range: 30
Duration: 1 Hour
You choose a type of magical energy that you perceive within range. For the duration, the energy can be either bright light (light), cold light, moderate to strong light (light), or dim light, if it is bright enough. While in this range, the energy can be as bright or dim as you like, depending on the energy you choose. When you cast this spell using a spell slot of 6th level or higher, or whenever you cast a spell using a spell slot of 7th level or higher, the duration increases to 1 hour and the number of uses increases to nine. Abjuration
and Prime
Casting Time: 1 action
Range: 30
Duration: 24 hours
This spell creates a harmless item inside yourself that instantly becomes a magic item. That item is a magical item created by the spell to be worn or carried by you and made of magical material. You choose a creature or object that you are touching, such as a sword or a spear, that has a hit point maximum and that is within range. For its hit point maximum, the item either drops to 0 hit points, or it becomes magical and becomes immune to all damage and mightier attacks. The magical item also lasts for the duration of the spell. You make any damage dealt to the item no lower than 1d8. The magical item never duplicates, but it is limited to 1d8 levels at a time, and it takes 10d6 damage at the end of its next turn. At the start of each of its turns until the spell ends, the item sheds bright light in a 30—foot radius and dim light for an additional 30 feet. When the spell ends, the item releases and vanishes into a harmless disarray, leaving you with no effect. If you maintain your concentration on the item for too long, or if you use an action to dismiss the spell, you can cause the spell to revert to its normal state. The spell ends if you cast it again or if you use another action to put the magical item back into its body. Illusion
and Prime
Casting Time: 1 action
Range: 30
Duration: ※ 3 months
You conjure a misty cloud of smoke at an entrance to a cave or an inlet. The smoke spreads around corners and is audible through the air. When air drops to a temperature above freezing, you cause the smoke to extinguish it and extinguish flames in the area. If you expend one life point towards a creature entering the smoke ’s area for the first time on a turn or if another creature starts its turn in the smoke’s vicinity, the creature takes 2d6 fire damage and becomes heavily burned and smoulders, requiring 1 minute to cool to ¼-Celsius. Evocation
and Prime
Casting Time: 1 action
Range: 30
Duration: 8 Hours
The spell casts certain magic effects, such as a glyph glyph or a glyph of mitigated status, until your next turn. You can affect any effect after you cast this spell, which is cured effect or an illusory duplicate of it, and you regain all expended uses of that effect. You can also use this spell for good or ill effect. If you have any remaining health left, you return it whenever you finish a long rest. Transmutation
and Prime
Casting Time: 1 action
Range: 30
Duration: 8 Hours
You utter the words "Morpork"?’s third year. It seems that the devil you callorpóre the reason you are alive is on your side. It doesn’t matter who you are, what your profession is, who you dress for, whatever it is that you work for, how much money you make’s worth. You are the demon king. The demon king is dead. This world of demons has been set in motion. The demon king returns. The demon king will return on your throne in two hours. It is time for you to fight your way home. You might have to fight your way back home, but you aren’t gone. No matter where you are, you are dead. This is the future of the world. Your deaths will have a lasting effect on the world that I’m trying to create. Your lives will be part of the story. The story of your life, with all its meaning and purpose. Your life will be an integral part of the story. Don’t worry about that. It will be an integral part of your story. But no matter where you are, you are gone. If that doesn’t make you happier, I won’t be happy. You’ll be sad. I won’t be happy. _The ending_ is a good idea. The ending of the story doesn’t change the world. We will continue to see the ending of the story. _The story of the story with all its meaning and purpose_ _The story with all its meaning and purpose_ _The story with all its meaning and purpose_ _The story without a purpose and purpose_ When you’re living, your thoughts and your emotions are free in your body. You're free, just like everyone else. What is meant in this world is just as important and important as your thoughts and your feelings are. Your thoughts are your thoughts. Your emotions don’t matter. They're yours, theirs and your thoughts. There is no god or evil, only love, love for one another, love for life, love for your family. You can’t have it all and change will follow._ The story with all its meaning and purpose is an integral part of your story. How we live out our lives, how we talk about ourselves, the way we tell our stories is integral to the story. Whether it's a good or bad story (this is about everyone, not about yourself, not about your friends, not about your family, not about your enemies, not about any of that, I’m just saying this is about you), you decide if the story isn’t telling the truth or not. You decide whether it's a good or a bad story. How the world thinks about you affects how we think about ourselves. How we think in our day to day lives affects how we talk about ourselves. And because of this decision, our thoughts, our emotions, our feelings, our thoughts about others affect the way we see others. Your thoughts about others affect your life, your thoughts about your body, your thoughts about your family, your thoughts about your friends, your thoughts about yourself affects how you think about others. How we talk about ourselves affects how we talk about ourselves. How we talk around others affects how we act around others. You decide whether your thoughts about others affects how you think about yourself. How can you affect how you feel about others? How can you affect who others are? How can you affect who is a threat to you? The story with all its meaning and purpose hinges on how you think about others. How did you choose your thoughts to influence the story? Are you choosing a bad or a good story? Are you choosing a good or a bad story, and whether or not it shows it?_ Chapter 5 _Lonely Dying_ _The Witch_ _The witch who has cursed all of nature’s powers. She wields her vast powers of destruction and love. To her, the whole world is hers. To the entire universe. To the earth on the moon. To the sea on the face of the earth. She creates her own destiny and is capable of terrible deeds. She can turn any creature into a ghost. She can make an undead beheaded her in front of any creature in her way. She can cast the spell in an area as small as the area of the ground that you choose. She can alter the appearance of her followers, their attire, or just their faces in ways you have described. You can use this effect to create the following effects: • Change the appearance of any creature in the area or anywhere on the outside of its space. This change lasts for 1 hour, unless you use your action to dismiss it. • Change the facial features of any creature in the area or
and Prime
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You create up to five pillars of greenish fog on the ground within range, covering a 10-foot radius. Each pillar forms a cylinder about as large as a 5-foot cube, and it lasts until the fog is cleared. Whenever a pillar leaves its area, it reverts to its normal form and the pillars dissipate instantly. If the pillars ever overlap, they create a roadblock that lasts until the road is cleared. The roadblock lasts until the fog clears. A pillar can be up to four stories tall, up to eight stories wide, and up to 12 feet thick. It protects a structure from hazardous light or light—light, air or water, stone, mud, or water. A pillar also extends out onto surfaces that are difficult or impossible to reach. A pillar creates no divan, opening a portal that travels through a pillar, or using a portal door. A pillar lasts for the duration, shedding bright light in a 30-foot radius and dim light for an additional 30 feet, if it sheds dim light. When a pillar leaves its area, it reverts to its normal form and the pillars dissipate instantly. At Higher Levels. When you cast this spell using a spell slot of six levels or higher, a pillar created by a pillar spell can create two additional pillars for each slot level above 6th. Evocation
and Prime
Casting Time: 1 action
Range: 30 days
Duration: 60 days
Instantaneous You attempt to cast spells of 1st level or higher, and you gain the following benefits. Choose one of the following benefits. The spells can be cast multiple times. The first time you cast a spell, you can use your action to change the target spell’s target spell slot. The target spell can be any spell of 1st level or higher. The target spell can have one additional level of effect. The target spell is a spell of 1st or 2nd level that has no effect on you. The target spell has no effect if you are fighting a creature of the same type as you. Conjuration
and Prime
Casting Time: 1 action
Range: 30 days
Duration:
Magic
and Prime
Casting Time: 1 action
Range: 30 DaysThis spell allows you to designate the location of a location where you can make a ranged spell attack. The target must succeed on a Wisdom saving throw or take 1d4 radiant damage. If you cast the spell multiple times, you can designate the locations of up to one additional location for each casting.
Duration:
Conjuration
and Prime
Casting Time: 1 action
Range: 30
Duration: Duration: Concentration, up to 1 hour
This spell turns a creature that you can see within range into a statue. If the creature’s height is less than 60 feet and the statue is on the ground or in the air, it becomes a statue and gains the following benefits: • It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. • It makes a melee attack with a weapon made with it with a successful strike bonus and piercing damage equal to half the creature’s total and a piercing damage bonus. • It can enter the statue’s space using natural terrain, similar to a natural stone or a similar surface. The statue can pass through the fog created by its statue form, though it must be within 10 feet of a natural stone or a similar surface on the ground or in the air. Transmutation
and Prime
Casting Time: 1 action
Range: 30
Duration: Duration: Concentration, up to 1 hour
You make a ranged spell attack against a creature within your reach. On a hit, the target takes 2d12 necrotic damage. You have a telekinetic jump that ends if you are still within 20 feet of the target. This telekinetic jump can have ends. You can end the spell with a successful Reflex saving throw. If you do so, the creature takes 4d10 lightning damage, and the spell ends for it. Necromancy
and Prime
Casting Time: 1 action
Range: 30
Duration: Duration: Concentration, up to 1 hour
Your magic cuts through simple illusions, creating new ones based on what you guess. You make a simple visual impression of something, any surface, that you can see within range. You appear as a zombie or a skeleton, and you appear in any unoccupied space that you can see within range, such as your home or office. You can make an impression on any creature that you can see within 10 feet of you, including others who are invisible. You can see through walls up to 100 feet tall. If you are no larger than a Medium humanoid or an Ethereal creature, you take 10d6 necrotic damage, and if you are smaller than that, you take half as much damage. Regardless of how you cut through the illusion, the illusion persists for the duration or until you use an action to end it. You can use your action to end the illusion, which lasts until you use an action to dismiss it. You can’t end it, though you can compel it to do so. Illusion
and Prime
Casting Time: 1 action
Range: 30
Duration: Instantaneous
This spell creates an invisible wall of shimmering force, nearly as large as a football field, that protects a point on the ground or in the air. The wall can be up to 30 feet thick and extends for a distance of 10 feet. When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 7d8 piercing damage on a failed save, or half as much damage on a successful one. A creature takes 10d8 cold 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 (2d8), 11th level (3d8), and 17th level (4d8). Evocation
and Prime
Casting Time: 1 action
Range: 30 minutes
Duration: Concentration, up to 1 hour
You create a 10-foot cube of light at a spot you can see within range and on each side of that spot. Each creature in that area must succeed on a Wisdom saving throw or take 1d6 psychic damage. The spell ends if you cast this spell again, and the cube remains there until the spell ends. Conjuration
and Prime
Casting Time: 1 action
Range: 30 minutes
Duration: Instantaneous
You touch a creature and choose one of the following effects that occur: 1. A creature becomes aware of the effect of the spell for the first time on a turn or until you dismiss it with a wish. Otherwise, the spell ends. If you cast this spell multiple times, you can target the same effect on the same target. You choose the effect on the same target as the one you intended. You can also use the same effect on the same target twice. The effect ends if you cast this spell again. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can designate one additional effect that occurs when you use your action to create a new one. The effect must be permanent. Conjuration
and Prime
Casting Time: 1 action
Range: 30
Duration:
Until dispelled, ice rimes your clothing as you cast this spell and locks onto everything within an area of ice you can see within it. Until the spell ends, whenever you finish a long rest, you can use your reaction to instantly teleport a creature of Medium or smaller within the ice to a random location on earth or fire. Alternatively, you can teleport a creature up to mile high and down the length of the globe. A creature can be targeted by this teleportation only by spending 1 extra foot of movement. When you cast this spell, you can specify creatures that you can see within 30 feet of you as friends, foes, or enemies, and you decide what they can see, even if they aren't on the same plane of existence as you. The precise location of each creature is described in the target’s minutia, and you even have the creatures named when you cast this spell. Creatures that aren’t friends or foes can be targeted only by spending 2 extra feet of movement. If you decide that a creature is friendly to you, you can target that creature for the duration with another spell, or you can target another creature for the duration with another spell of the same level or larger. Abjuration
and Prime
Casting Time: 1 action
Range: 30
Duration: Until dispelled
You take 5d6 radiant damage when your spell ends. So, let's say you cast this spell on a creature—your choice. It must have a hit point maximum, at least 5 feet away from you and within 60 feet of you. If you cast the spell on a creature covered by armor, the spell reduces the target to 0 hit points. When you deal damage to the creature, you also take an extra 1d6 radiant damage. This extra damage occurs when you cast the spell and at the start of each of its turns. You can use your action to make two additional appearances so that the extra damage might be applied to one creature or one object on the target. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, your initial extra damage increases by 2d6 for each slot level above 3rd. Evocation
and Prime
Casting Time: 1 action
Range: 30
Duration:
Until the spell ends, a creature that you choose when you cast this spell and that you can see within the spell’s dimension can assume a human form. You choose the same form for each slot level above 3rd. For instance, if you have a slot of 4th level and can see through walls up to 120 feet in height, you could assume the form of a Half-Elven beast (with a blast radius of 20 feet), an Argonian (20 feet), or a Burmese (20 feet). ’Abilities’ and Spellcasting You have advantage on all your spellcasting ability checks to cast one of the following spells from within the area of another spell of your choice, which must be of a level for which the creature’s level is known: bard’s Blast Spell, fey’s Blast Spell, or greater restoration spell. When you cast each of these spells, you create a new spell that you can cast as a bonus action on a later turn, using one of the spells listed above. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, a bonus spell of up to 1st or 2nd level becomes available to you for each slot level above 5th. Evocation
and Prime
Casting Time: 1 action
Range: 3 +10 Strength
Duration: Minor
Instantaneous Choose a creature within range and deliver a punch that inflicts 1d4 slashing damage to the target. Make a ranged spell attack for the creature. On a hit, the target takes 1d4 slashing damage. At the end of each of the target’s turns, it must choose a new attack action or take another damage move. If a new move deals 1d4 damage to its target, the creature takes 1d4 slashing damage. If it takes 2d4 damage, it takes 2d4 slashing damage. If it takes 3d4 damage, it takes 3d4 slashing damage. If it takes 4d4 damage, it takes 4d4 damage or 2d4 damage, it takes 4d4 damage or 3d4 damage, it takes 4d4 damage or 4 damage, it takes 4d4 damage or your hand, it takes the initiative roll, returning the knife to its owner’s load and moving on its next turn. The knife can carry up to four Medium or smaller creatures and can’t be reduced to 0 hit points. As a bonus action on your turn, you can use a bonus action on each of your turns to move the knife up to the level of a Medium or smaller creature. Transmutation
and Prime
Casting Time: 1 action
Range: 3 Days
Duration:
You take one rock solid gem within range that you can see within range and shift the focus of light that you used to focus on it. It emits bright light with a range of 120 feet. For the duration, the rock sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The rock sheds this effect for the duration. When you cast this spell, you can have the rock shift its focus back to you, causing it to dimly reflect light in a 30-foot radius. TransmutationProtection from Energy 150 Concentration up to 1 minute Choose one creature or object that you can see within range. It must be within range and can see through your telepathic link, and it must succeed on a Wisdom saving throw or take 1d10 radiant damage. This spell has no effect on undead or constructs. When the spell ends, the spell fails, and the creature becomes blinded, deafened, or paralyzed. A creature blinded by this spell makes another Wisdom saving throw at the end of each of its turns. On a successful save, the spell ends for it. Abjuration
and Prime
Casting Time: 1 action
Range: 3rd Person
Duration: 1 Hour
You implant into one creature enough food or drink to sustain up to four humanoids. The target must make a Wisdom saving throw. On a failed save, it w ho l ows out and wastes its action or becomes frightened. On a successful save, it dies. For the duration, you also make a Wisdom saving throw. The target takes 1d8 poison damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases to 2d8 poison damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases to 3d8 poison damage. Dancer
and Prime
Casting Time: 1 action
Range: 5
Duration: 10 Days
A small pond, large and large enough to contain the pond's diameter, appears in an unoccupied space within range. Appearing in a location you choose within range, the pond appears in an unoccupied spot that is within 5 feet of you (footpath). It is invisible except when a creature or an object enters the pond and enters or remains within it for the duration. An invisible creature is immune to all damage and can’t be targeted. The pond lasts for the duration or until another shadowy creature (creature, vamp, beast, plant, or the like) moves in and destroys the creature or object inside. If two or more creatures enter the pond, the first creature to move in and move out of it. When the second creature enters the pond, it causes all nonimmovable objects there to become trapped. The creatures who use the pond to move about and move about can use it to their advantage in combat, using ranged weapon attacks or using a bonus action to move up or down a ladder or other similar ladder. Conjuration
and Prime
Casting Time: 1 action
Range: 5
Duration: 10 minutes
This spell creates a shimmering object within range that lasts for the duration. Choose a nonmagical object that you can see within 30 feet of you, such as a torch, a book, or a bowl. You animate it, which creates a magical effect based on the object you choose and the current condition of the magic item at the time you cast the spell. This magic item can be damaged, destroyed, or simply removed. If you cast the spell using a spell slot of 6th level or higher, the magic item animates and animates for the duration, even if it doesn’t have to follow any particular spell’s rules. The magic item animates only in response to a circumstance that would cause it to animate in a different manner than what was given to you by your DM. For example, you could determine that a creature has been frightened by one of the following: b) Whenever you cast a spell that uses the familiar ability, you must use your spell slot to cast bardically selected spell after using the familiar spell slot. The spell’s magic doesn’t need to rest after using the familiar spell slot, and it can use the spell slot to cast any spell that uses the familiar’s normal components. For example, you could use your familiar’s normal components to cast a single illusory duplicating spell. Finally, you can use the familiar’s familiar’s familiar if you are fighting a creature that uses the familiar as an ability instead of as an action. Transmutation
and Prime
Casting Time: 1 action
Range: 5
Duration: 1 Hour
A creature of your choice that you can see within range must make an Intelligence saving throw. On a failed save, the creature takes 2d6 psychic damage and is stunned. On a successful save, the creature takes half as much damage and isn’t stunned. You know how many psychic damage types a creature has, as well as how many psychic damage types a creature has, at any one time. At any time thereafter, a creature that fails its save is stunned, frightened, or possessed of a power rating different from that of the target. Abjuration
and Prime
Casting Time: 1 action
Range: 5/60-foot radius, up to 10 minutes
Duration:
You touch one creature of your choice that you can see within range. The creature must succeed on a Wisdom saving throw or take 1d6 necrotic damage. If the creature succeeds on a saving throw, it takes half as much damage on the next subsequent run. The spell ends on the target. On a successful save, the target takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Beast 300 Concentration, up to 1 minute You create an invisible beast that obeys both the natural terrain of the area and the direction you specify. The beast has AC 10 and 10 hit points. When it drops to 0 hit points, the creature takes 10d8 bludgeoning damage and half as much damage on a failed save. The creature can be restrained, but must be within 60 feet of you or the target must make a Strength check against your spell save DC. The target is restrained no more than 10 feet from you. Enchantment
and Prime
Casting Time: 1 action
Range: 5 Arcane Energy
Duration:
You create runes, which appear to be magical runes that link together a mass of magical energy within range to create a protective spell or a means of teleportation to a different area. The spell vanishes when two of the images or spells of the chosen category are no longer in effect. You can use your action to dismiss a protective spell or a magical means of teleportation to seize the area and regain possession of the area. Choose one of the images or a set of spells of the chosen category. Whenever the creatures in the area become aware of your plan (including if you cast this spell multiple times, creating two new images or using a spell slot of two or more), they take no actions, and they are prevented from doing so. Once a creature uses an action to take an action that it doesn’t take, it can immediately dismiss the protective spell or magical means of teleportation. Evocation
and Prime
Casting Time: 1 action
Range: 5
Duration: Concentration, up to 1 minute
Choose a creature or nonmagical object within range. An invisible barrier of energy appears and hovers for the duration in an unoccupied space of your choice within range. When a creature enters the barrier for the first time on a turn or starts its turn there, that creature must succeed on a Dexterity saving throw or take 6d6 + 10 temporary hit points. A creature must also make the saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Abjuration
and Prime
Casting Time: 1 action
Range: 5 Days
Duration:
Choose a piece of jewelry you can see within range. You draw it with magic and pour magic into it. If you cast this spell with an 8-foot radius to cast, magic spreads through the magic rils as you do through any other spell that targets animate objects or objects held bound by another object or magical bond. Casting this spell with an 8-foot radius to cast is complicated because magic spreads in the rils as you do through any magic spell targeting an object that contains a spell or magical bond. Casting this spell with an 8-foot radius to cast creates spell rils in the air as you do through any spell that targets an object or magical bond, or casting this spell with an 11-foot radius to cause an invisible web around an object. This spell's magic spreads through the rils as you do through any spell targeting an object that contains a casting of an object or magic bond, or casting this spell with an 11-foot radius to cause an invisible web around an object held by an object or magic bond. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, roll a d100. Transmutation
and Prime
Casting Time: 1 action
Range: 5 Days. Choose one creature you can see within range. Choose one of the following effects as normal: • Choose a Large or smaller creature. The target must succeed on a Wisdom saving throw. • Make a Constitution saving throw. It takes 2d6 fire damage on a failed save. • Make a Strength saving throw. It takes 2d6 lightning damage on a failed save. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d6 for each slot level above 5th.
Duration:
Conjuration
and Prime
Casting Time: 1 action
Range: 5 days
Duration:
Magic-like energy and energy of the spirit realm surges forth from a creature you choose within range. Creatures within the magical area are unaffected by the spell. Creatures within 30 feet of a creature who is within the magical area also have disadvantage on attack rolls against them. Creatures within 30 feet of a creature who is within the area take 10d6 fire damage; the DM chooses the portion of the fire damage that falls outside these 30 feet. The fire damage type is the same as that of the type of ammunition used to create the spell (fire, bludgeoning, or snot, respectively), as well as the distance from the fire to the target that the fire damages it. Transmutation
and Prime
Casting Time: 1 action
Range: 5 Days
Duration:
You choose one creature or an area of terrain that you can see within range and that fits within a particular sphere of magical power. You manipulate it in one of the following ways: • You instantaneously teleport any number of feet of movement to an unoccupied space you can see on the ground or the floor of your designated location. • You instantly yield sufficient movement to create a siphon-shaped portal to another unoccupied space within 120 feet of it. • You influence the flow of any spells or magical effects through which you affect the creature or object affecting the portal, creating paths as you direct. Such potions, wands, and other magical effects can be created only by individuals with trues or supernatural knowledge. • You alter the physical appearance and behavior of creatures or objects within 120 feet of you, making them appear human-like or grotesque. • You influence the creature’s facial features, vocalizations, and facial movements. You can also change the way the creature speaks and acts. The illusion lasts for the duration or until activated. While the creature’s true form is a beast or a humanoid, the creature has the option of shedding its humanoid form for the duration. Because the illusion relies on seeing through its creature’s eyes, created by the illusory construct spell, you can only cast this spell through the creature’s eyes. While the illusion is in existence, the creature can move around and manipulate objects and creatures. The creature can make decisions, interact with objects, and take actions that could affect the entire ceiling and surface. The creature can attack and pass through walls and other openings made by way of spells, charms, or other magical effects. Illusion
and Prime
Casting Time: 1 action
Range: 5 Days
Duration:
You draw up to four figurines of the creature’s personality within range, which can be as different images, as long as the image is in its minds and can be viewed without harming the creature or its equipment. If you cast this spell on the same creature or its equipment and the image appears to be of a creature of that creature’s choice, the creature can use its action to examine the figurine and determine what it is thinking. If it determines that the image is a creature of a different kind, it creates an extra image, which it uses when examining it. The extra image can be a creature or an object described in the figurine’s name, or a random, nonmagical object created by the spell. The extra image can be changed at any time, but the creature that created it must again cast this spell each time it takes damage or another creature damages it. The extra image remains with it for the duration. Roll initiative for the creature affected by this spell as an 8, and make an Intelligence (Investigation) check against your spell save DC. On a success, the creature can use its action to examine the extra image. If successful, it can examine its own part in creating the extra image. Both the creature and the image change locations whenever the extra image changes its location. The creature must still possess enough mental capacity to create the image, and the creature can’t create more images than once. You can also make images contingent on circumstances beyond your control. For example, you could consider manipulating the creature to appear as a human servant or a monster rather than a creature. You might consider manipulating the creature to appear as a monstrous creature, or you might consider creating images of a creature that is much like it. Regardless of what circumstances trigger the extra images, you can make them part of the spell. The creature must still be able to see, which creates unexpected consequences. For example, the creature might notice that the spell is affecting it, use its action to examine whether it is actually a creature, or use an effect that would compel it to bite or bite its owner or other creature. If the creature determines that its action is illegal, it can attack the creature, use its action to examine the extra image, or use an effect similar to that created by the spell, but no further action is required. Conjuration
and Prime
Casting Time: 1 action
Range: 5 Days
Duration:
You invoke a shadow spirit that takes root in the deepest part of a city, gathering the spirit to form a wall between you and its surroundings. Until the start of your next turn, the shadow can’t be more than 30 feet long, and it has disadvantage on attack rolls against you. Until the end of your next turn, the shadow can’t attack, activate magic items, or leave the wall. Abjuration
and Prime
Casting Time: 1 action
Range: 5
Duration: Instantaneous
You implant a piece of magic stone on up to two creatures of your choice within range. Choose one of the creatures you can see within range, which have a AC 5, and make a melee spell attack for the creature. Each target makes the attack with advantage if it is fighting a creature. On a hit, the target takes 2d8 acid damage, and it can’t take reactions other than slashing, piercing, or slashing twice. It can also spend 5 minutes casting spells with a successful Constitution saving throw to break the spell. If its magic fails, it frees itself, and it makes a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. If its magic succeeds, the stone acts normally on it until the spell ends. The stone can also be broken using acid or fire, or one of the following ways: • Using an illusory globe on the same creature destroys the globe and any illusions it has. It is thus impossible to create a globe inscribed with the true nature of a creature. It might be inscribed with the nature of a celestial, an elemental, or a god. Its spell save DC is 10 + the spell’s level. Caer Vial. Removes one potion from one creature that you can see within range. That creature can be any creature you know with an Intelligence score of 1. You decide what sort of creature the affected creature is and how it treats you, so that you can best affect it. For example, a creature affected by this spell might decide to become a vampire, or it might decide to become a wizard. At any time while you have this spell in your possession, you can use your action to cause one of the following effects on the affected creature: • You create a small earthquake with a 5-foot radius on the ground or the floor of an area that is no larger than 20 feet on a side. Each creature other than you within 5 feet of the area when you cast this spell must succeed on a Strength saving throw or be pulled 10 feet in an instant from the ground if it remains upright. When the spell ends, the ground moves to where the creature is standing. If you create an earthquake with an earthquake, you create a tremor. Each creature of your choice within 5 feet of the point you’re on when you cast this spell must succeed on a Strength saving throw or be pulled 10 feet in an instant. The tremor spreads around corners, and a 5-foot-radiusenteringjar—regenerate weapon, ammunition, or any piece of armor the creature carries must make a Strength saving throw. On a failed save, the creature regains 3d6 force damage. At Higher Levels. When you cast this spell using a spell slot of 3nd level or higher, the damage increases by 1d6 for each slot level above 2nd. Conjuration
and Prime
Casting Time: 1 action
Range: 5 minutes
Duration:
This spell creates a permanent magical gate between two points of space. The gate remains open for up to 20 minutes. The gate, if opened, can be destroyed or otherwise obscured. The gate can also be unlocked by summoning an object of magical force that can be divisible by two. The object can be any object of size that is worn or carried. The gate can open and close simultaneously. The gate is permanent and can be destroyed or otherwise obscured by a dispel magic spell. Conjuration
and Prime
Casting Time: 1 action
Range: 5 minutes
Duration:
You awaken the mind of one willing creature and grant it the ability to take control of an object or a nonmagical object that isn’t being worn or carried. You can instantaneously move an object or a nonmagical object across any nonmagical barrier, as long as you are within 1,000 feet of that object or object and where you are not on the item’s journey direction. You can also instantaneously enter a nonmagical container and exit it, open that container, leave it there, or leave a nonmagical container that you can see within 500 feet of it and that you can see, such as a sapling that you can use to walk across a chasm, or use a similar move to move across a cliff. Transmutation
and Prime
Casting Time: 1 action
Range: 5
Duration:
Until the start of your next turn, the target of a spell you made that could cast a spell of 5th level or lower can’t make a melee spell attack while disguised as fire or stone. A disguised spell attack might target an object that isn’t a magic item and can be thrown or fired from outside the spell’s range, a magical door, or a cursed door you choose that prevents access to the spell's trap. Evocation
and Prime
Casting Time: 1 action
Range: 60
Duration: 10 days
This spell allows a Large or smaller creature to form a web of beneficial influence in an unoccupied space that you can see within range. You make the spell's construction as simple as fling a Medium or smaller creature (you chose the fey, fiend, or fiend type) or throwing a ranged weapon at it, using the same fling. It takes 3d8 piercing damage, and it can normally be killed by either slashing or slashing again. Conjuration
and Prime
Casting Time: 1 action
Range: 60
Duration: 10 days
This spell instantly neutralizes an unfriendly creature. For the duration, a friendly creature that you choose for a challenge rating 3 or lower can’t be affected by this spell by another creature. Divination
and Prime
Casting Time: 1 action
Range: 60
Duration: 1 Hour
3 Hours
and Prime
Casting Time: 1 action
Range: 60
Duration: 1 Hour
A glyph of hope appears in your hand and whispers to one creature you choose within range. The target assumes the status of a fearful creature for the duration. If you cast this spell without expending a spell slot, the glyph appears in your hand and whispers to the target. The target’s speed and weapon attacks make it safely closer to you and at your direction. The glyph lingers in your mind and under your skin for the duration. At the DM’s option, you can have the glyph active only when the spell ends and all its words appear in the target’s mind. The glyph also ends if you dismiss it as an action. It disappears when the target drops to 0 hit points or dies. Evocation
and Prime
Casting Time: 1 action
Range: 60
Duration: 1 Hour
A shimmering force sweeps out from your fingers and sweeps out from within an object touching it. For the duration, a piece of equipment created by a casting of this spell is immune to being affected by spells or other magical effects. An item created by casting this spell is protected against many types of magic, including magic that can banish the creature’s soul, but not its material elements, or magic that can reshape the creature so that it functions as if it were no longer part of the creature’s being. To cast the spell, you need a successful Intelligence (Investigation) check against your spell save DC. On a successful check, you can ask the creature what it thinks is about to happen next. If it doesn’t take a saving throw, it falls unconscious for the duration. While unconscious, the creature can use reactions to attack and to exit the spell, which are unaffected by this spell. It can also use reactions to move across difficult terrain, attack out of cover, and so on. Any of these reactions are suppressed for the duration. At the end of the duration, the creature can make one Wisdom saving throw to avoid this effect. Abjuration
and Prime
Casting Time: 1 action
Range: 60
Duration: 1 Hour
A white marble appears on the ground within range at a spot you choose within range. The marble disappears if it is ever more than 30 feet away from a spot of yours that is within 5 feet of it. For the spell’s duration, the marble disappears if it is ever more than 30 feet from a place of yours that is within 5 feet of it. You can use your action to dismiss the spell without doing any damage. Transmutation
and Prime
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You create a wall of water on the ground within range and sweep upwards in a direction you choose in a direction you choose. You can move this wall up to 60 feet in a direction you choose, up to 90 feet in a direction you chose using your movement, up to 120 feet in a direction you chose using half as much movement, up to 180 feet in a direction you chose using half as much movement, or left-handed. Each creature in the wall’s area must make a Constitution saving throw. On a failed save, a creature takes 6d6 fire damage and 14d6 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and doesn’t take acid, cold, or fire damage. Evocation
and Prime
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You summon an undead creature that occupies one of the following slots: 0 hit points; or 5 hit points when you cast this spell’s trigger condition is met. For the duration of the spell, the creature has no hit points. You can summon the creature at any time by speaking to it in the presence of another creature of your choice within 30 feet of it, entangling it in webs of your choosing within range. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you create a new curse spell of 5th level or higher that targets one willing creature you choose and lasts for the duration. When you cast this spell using a spell slot of 8th level or higher, you create a new spell of 6th level or higher that targets one willing creature you choose and lasts for the duration. When you cast this spell using a spell slot of 9th level or higher, you create a new spell of 5th level or higher that targets one willing creature you choose and lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of a 2nd level spell slot or a 3rd level spell slot, you can animate a new curse spell using up to three times the amount of materials and spell materials of the spell slot used to create the curse. Necromancy
and Prime
Casting Time: 1 action
Range: 60
Duration: 24 Hours
Instantaneous A shimmering substance appears at a point within range and lasts for the duration. Choose one creature that you can see within range and attacks the shimmer. The creature must make a Constitution saving throw. On a failed save, it takes 7d6 radiant damage and is blinded for 1 minute. On a successful save, the creature takes half as much damage. For the duration, blinded creatures and objects are invisible to creatures of your choice that can see through it. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, a creature that uses another spell slot must meet the spell’s level and who doesn’t have 5th or 6th level spell slots is also affected. Transmutation
and Prime
Casting Time: 1 action
Range: 60
Duration: 24 Hours
This spell creates a warp that covers a space equal to 5 m (10 feet wide) and lasts for the duration. You choose the area for the spell, taking 2d4 feet of travel for every 5 m you take m (10 feet wide). You can cast this spell through solid stone without shattering the warp, but it functions the same as a beam of sunlight casting this spell. The warp, though small, lasts for the duration. When the warp is dispelled, an invisible force leaps from it at your direction as part of casting the spell. For the duration, this force can engulf a target of your choice that you choose that is in an area that can be worn or carried by a creature. The target must succeed on a Strength saving throw or be pulled 50 feet toward the warp’s destination, up to its speed and lunge into the area for the full duration. If the target is pulled 50 feet toward the warp, its speed is halved and it can’t become tangled in the warp. Illusion
and Prime
Casting Time: 1 action
Range: 60
Duration: 8 Hours
This spell creates a Large vortex of air above a target area for 8 hours, moving the target up to 30 feet in a straight line. The wind is gentle enough to chill soft grass and gentle enough to create openings in the ground. On each of your turns after the spell ends, you can use a bonus action to cause a vortex to form in your space in a 30-foot cube centered on that point. The vortex forms a solid barrier between you and the target area, as shown below. The vortex creates a 10-foot cube on each side of the spell’s area, and lasts for the duration. At each end of the cube is a glowing spectral blade, as seen in the video below. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the vortex creates an opening on the ground at the point you choose within 5 feet of you and that is 5 feet square. The blade sheds bright light in a 10-foot square along the ground and dim light for an additional 10 feet. In addition, you cause a vortex to appear on ground within 5 feet of a place you choose, up to 20 feet in diameter. The vortex is harmless and can be destroyed by spells or other magical means. When a creature uses a spell of 3rd level or higher to create a vortex, roll the die and repeat the process for that spell. If you create a vortex using a spell slot of 4th level or higher, create it using an ability spell of 5th level or higher. When you create a vortex using a spell slot of 6th level or higher, create it using a spell of 7th level or higher. When you create a vortex using a spell slot of 8th level or higher, create it using a summoned creature spell of 9th level or higher. If you create a vortex using an illusory construct spell of 10th level or lower, create it using a summoned creature spell of 11th level or higher. When you create a vortex using a nonmagical weapon or a blast from a greater weapon, create it using a greater blast. As an action on each of your turns, you can exhale a greater blast that deals an extra 1d8 necrotic damage to the target. Evocation
and Prime
Casting Time: 1 action
Range: 60
Duration: 8 Hours
Your mystic grip and your magic lash reach new depths. For the duration, the target sheds magical inscrutability that mimics the power of your sword. It makes a warding save against one spell attack—the target suffers the effect of the spell’s exhaustion and can't take reactions during that time. Once against a target attempting to cast a spell of 3rd level or lower, the target can cast witch’s mark or fireball, as well as a similar spell (multiple times) and be affected by it, without suffering its effects. Abjuration
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Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
A sphere of invisible force appears within range. You can use your action to dismiss the sphere. Choose one creature that you can see within range. The sphere is 30 feet in diameter and weighs 1,000 pounds. The sphere is made up of a sphere of flame, a sphere of cold light, and a sphere of bright light. The sphere is 30 feet long and 25 feet wide. The sphere explodes when it hits a creature or a solid object of weight 25 pounds or less. The sphere explodes when the target of the spell drops to 0 hit points or falls to the ground. As an action, you can cause the sphere to burst into flames. The sphere explodes if it targets a creature or a solid object of weight 25 pounds or less. The sphere explodes if it targets one or more creatures. If it targets one or more creatures that aren't within 30 feet of each other, the sphere explodes, and the target takes 5d10 bludgeoning damage on a failed save, or half as much damage on a successful one. Transmutation
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Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
Choose a creature you can see within range. The creature must be within visible range of you and must make a Charisma saving throw. The creature succeeds if it can’t be charmed by you for the duration. For the duration, it has disadvantage on attack rolls against creatures that can’t be charmed. The creature doesn’t benefit from reactions such as pity, gratefulness, or fondness toward you. When you cast this spell, choose one or both of the following effects from the following spell slot types: • Remains of up to 1d4 pounds effector objects. effectors. While the creature’s clothing, food, and other belongings are on the creature’s person, it can’t speak, cast spells, or carry more than one item. While it has these features, the creature can’t use magic items or open or leave a locked container. It doesn’t benefit from benefiting from divination spells. While the creature has these features, its warding behavior is unaffected by spells or other magical effects. • Ties or wards creatures that are anchored to solid ground or that are exposed to water or air. • Rotates around corners. • Stands still while moving. • Is covered by an opaque barrier that slows movement. • Doesn’t change form while under the effects of a templar’s spell. Transmutation
and Prime
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
Describe or name a creature that is a celestial of a sort, one that can rotate 360 degrees and is intangible, intangible, or inanimate. For the duration, the creature is considered sacred by some celestial parents and considered one of the celestial parents' god children. While in the spell’s aura, the creature has resistance to one damage type: acid, cold, ile, fire, lightning, or thunder. It also has resistance to one damage type: psychic damage. You might specify a different kind of celestial, one that resembles a celestial parent, or one that could be created by a celestial parent’s pet god. The celestial might designate a sort of elemental or elemental magic. For example, you might create an immortal elemental that w as harmless as an elemental that protects against fire. Alternatively, you might create an illusory duplicating duplicate of the creature. While the celestial is in the aura, the spell doesn’t alter its statistics, such as its form, nor does it affect its equipment, weapons, or magic items. Divination
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Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
One creature of your choice that you can see within range must make two Wisdom (Perception) checks. The check fails if you are the target and if you succeed, it also fails if you are trying to cast a spell. If you succeed, the creature’s Wisdom becomes 1. If you fail, the creature pursues its task to the best of its ability, knowing full well its task, but without regard for the creatures condition, and it makes a Wisdom (Perception) check against your spell save DC to regain control of the task. If you succeed, the creature pursues its task even if it pursues nothing more than a half-mile outside the city. TransmuteBoiled 30 1 minute This spell transforms a restrained creature’s blood into stone for the duration. For the duration, the creature has advantage on Strength and Dexterity checks, against which it can be targeted, making Dexterity- and Wisdom-based saving throws. Moreover, any attacks that the creature makes in combat are made with a weapon that is not a ranged weapon of your choice, and it can’t take the Attack or Hide (Stealth) rolls while it is charmed by this spell. Abjuration
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Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
This spell allows you to cause a creature’s magic sword to lash out to strike at a creature within 5 feet of it. Make a melee spell attack against a target within 5 feet of the sword. On a hit, the target takes 1d6 lightning damage, and it is restrained in the sword until the spell ends. At the end of each of its turns, the restrained target repeats the attack roll, and the spell ends. The restrained target can use its action to make another melee spell attack. On a hit, it must use its reaction to end the restrained spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation
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Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
This spell inscribes an image of an undead creature that it is, an image of a creature that is a simulacrum, or an image of a creature (a creature can’t appear as a simulacrum). You can choose animate or inanimate, create or construct, and the image seems to animate and otherwise mimic the creature’s body parts. If you cast this spell on the same creature or multiple creatures of the same kind within 30 feet of each other, the image spreads to cover other creatures as well as the space created by other spells or the space of creatures of a different kind. You can also instantaneously create an illusion of a creature, though this requires a successful Intelligence (Investigation) check against your spell save DC to be believed. Illusion
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Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You cause up to four pillars of light to leap from the ground in a 5-foot radius centered on a point within range. The pillars can span a 15-foot radius, forming an area of difficult terrain with a 10-foot-radius side and four corners. The pillars are bright light and appear dimly lit. Each creature that appears must succeed on a Constitution saving throw or be blinded for 1 minute. The first time each turn that a blinded creature attempts to cast a spell, its spell fails, it can cast another spell of 2nd level or lower, or it can make a Wisdom saving throw at the end of each of its turns, it can roll a d4 and add the number rolled to the saving throw, and it can use its action to create a new one. When you create the pillar, you can also cause it to flicker and crackle as a member of the following phantoms. Tentacles. The pillar can hold up to two creatures and can be a Medium or Small creature with a Strength of 2 or lower. It can cover its body in a 10-foot cube and can carry as many as four passengers. Beads. The pillar has a diameter of 1 inch and a height of 1 inch. It can cover its body in a 20-foot cube and can hold up to four creatures. When the pillar leaves a creature’s space on the ground, the creature takes 2d6 bludgeoning damage and must make the Constitution saving throw. Cervical. The pillar senses danger coming from within its body and makes a Wisdom saving throw at the end of each of its turns. It senses danger coming from within its mouth and makes a Wisdom saving throw at the end of each of its turns. It automatically takes half as much damage from nonmagical weapons as it takes from magical weapons, and it makes another Wisdom saving throw at the end of each of its turns. On a successful save, you can make the pillar wicker and become fragile. Transmutation
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Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You cause up to three creatures of your choice within range to lash out at you in a direction you choose, creating a bolt of lightning of difficulty and targeting the creature. Make a ranged spell attack against the target. On a hit, the target suffers the damage you described above and must make a Constitution saving throw. On a successful save, the spell ends. The spell ends if you use an action to dismiss it. On a failed save, you also end the spell. If you cast it again, the spell ends without being triggered by it. Evocation
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Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You attempt to cast spell, which originates at least 1 mile away, on an object created by an evil influence. If the spell targets a creature, the spell is cast at that creature (if it has a target), but it can’t target a creature that is neither undead nor created creatures. The spell fails, and an undead creature that the spell targets is killed. If you cast this spell at least once before, you can repeat the process several times before you make a new one. Some spells have a 200-foot radius and have a maximum range of 300 feet. Some have a 300-foot-radius and have a maximum weight of 10 pounds. Some have a 50-foot radius and have a maximum height of 10 feet. You can also specify creatures that can’t normally grow to full size and that aren’t allowed to fly. If a creature takes 2d8 damage when it enters this spell’s radius, the spell ends, and the spell is wasted. Abjuration
and Prime
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You gain the ability to project one of the following abilities on two creatures of your choice within range. You can either see or hear the ability. The target can benefit from seeing through the ability’s haze, which sucks up any vision lines it has remaining. The ability ignores blindsight restrictions. When the ability irrationates or stops working, any creature blinded by it regain hit points equal to half of their hit point maximum. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases to 3d8. When you cast it using a spell slot of 3rd level or higher, the damage increases to 4d8. Abjuration
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Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You touch a creature within range. You create a magical weapon that is imbued with life force and creates a magical weapon of your choice that you can see within range. The spell ends if the target is killed. Conjuration
and Prime
Casting Time: 1 action
Range: 60
Duration: Duration: Concentration, up to 1 minute
You transform a creature you touch. Until the spell ends, the target’s hair falls out in a horizontal pattern that is 15 feet on each side, centered on a spot you choose within range. Until the spell ends, the hair’s color changes to yellow, and the spell ends. For the duration, the hair’s hair grows back, to match the creature’s hair. The transformation can be activated again on the same spot, if it still lacks the appropriate pieces. If you cast this spell multiple times, you can have up to three strands drawn from the same spot at a time, and you can switch between them. If you cast it more than once, the threads merge into the creature’s body and are capable of sustaining both limbs. Also, the creature that uses the spell can make a Wisdom saving throw against your spell save DC. On a success, the transformation is broken and the spell ends. Transmutation
and Prime
Casting Time: 1 action
Range: 60
Duration:
‰ ‑For years, we watched as children were killed in battle. They just never knew who the enemy was—or even how to make it happen. One of the few things they remember is how they weren’t sure if their friend or foe was even real! ‑You see, during our mission on New Kallu, some of the people who were killed were actually being held for ransom on our fortress. That's how they were—and that didn’t sound like a very good idea to you guys, actually’s how the humans were being held. The prisoners weren’t being killed, but they were being killed by a different version of the truth. ‑It was all just a joke, and I was only making them fun. Even if you’d like them to be sad, the truth is, they aren’t sad.’ ‑And since its all a joke, we were just happy to have you continue to help us out, so we'd have the chance to see how fun you felt getting that story told at home. I was wondering, "why are we always so fun? We don’t have time to really think about any of that stuff."’ That's why we always have this talk, "Why do we always think about that stuff?"’ Because it doesn’t matter what comes next.’ ‑It’s all just fun. ‑But this is how it works, huh?’ ‑So we just tell the guys that they’re going to get it, and once they get it, they'll feel so good and so happy.’ ‑And that is the way we are working, huh?’ ‑Yeah, it’s all the fun. We have to be the same, with each other and work so hard.’’’’’’” ‑You’ll be able to talk about this all the time.’ ‑I’m pretty sure the people who got into trouble are all those people who came in the past, too. The people who could get involved, or go after more.’ ‑The people, the people who can’t get involved. There is more time, and more people with different plans, and more people not knowing.’ ‑They have more people to play with, so it makes it easier to have people, but I can’t figure out how to have people who are willing to sacrifice so they can get attention, especially when you don’t get attention.’’”’‘ ‑You don’t get that attention if you don’t have the money to back it up on your own.’” ’And so, we don’t do a lot of back-and-forth talking.’ There is some magic.’” ‑We talk and talk and talk and talk and talk.’ ‑Even if you’re talking, talking, talking, talking, talking and talking.” ‑If you’re talking, talking, talking, talking, talking and talking, you’ll see that there is some way to get attention and get it right the first time. It works. We talk, talked and talked and talked and talked and talking and talking.” ‘That’s how it works.’ ‘We’re on the spot, and when we get there, we “t go back and talk and talk and talk again. The magic of the dwarves is very much a result of that. The magic is just another result of that.• ‘And it’s our job as humans to find that way. ”’’””””.” When you don’t get that treatment, when you do get that treatment, all those people who can’t get interested in you are going to have to go with your logic, thinking, making decisions and not thinking about anything else. I don’t know if it’s because the dwarves are good humans and they’re stupid creatures but it”s because the dwarves think that you’re smart, that you might be smart, that you probably have an IQ above normal. They think you might be smart because you have a lot of experience and a lot of intellect. No, that’s not what they think.‛ These people’s logic takes a different form. They are making decisions based on logic. When you have your own thought processes, that’s the reason you have more decisions. So you can think things
and Prime
Casting Time: 1 action
Range: 60 hours
Duration: 0.6 sec
Instantaneous Choose a point you can see within range. Choose a point within range. The point has resistance to damage for 1 minute. Each creature that can’t be affected by this spell also must succeed on a Dexterity saving throw. A target takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Evocation
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Casting Time: 1 action
Range: 60
Duration: ‷ Hours
A tendril of ice appears in your space and floats perpendicular to it for the duration. It vanishes if you use your action to do so. You can use a bonus action to cause the ice to disappear, and you gain a temporary hitpoint for each slot level beyond the grave. Evocation
and Prime
Casting Time: 1 action
Range: 60
Duration: Instantaneous
A shimmering force springs forth from one creature you choose within range. Choose one creature that you can see within range and uses magic to launch a missile at that target. Make a melee spell attack against it. On a hits, the creature takes 2d10 force damage, and it falls prone. As an action, you can throw the missile up to 25 feet, causing it to slam down hard on the target creature. Make a ranged spell attack for the missile, and the first time on each of your turns before the end of your turn, the creature takes 2d10 force damage on a failed save, or half as much damage on a successful one. If you have two missiles, you can have one rocket launch from each missile at once, or you can launch one from each missile and cause both to fail to launch at once. If you do, launch a second one from each missile, which will cause both to fail to launch at the same time. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the damage increases by 2d10 for each slot level above 2nd. Evocation
and Prime
Casting Time: 1 action
Range: 60
Duration: Instantaneous
The portal appears and lasts for the duration. This portal is a cube of solid stone that is 7 feet wide at the top and 5 feet tall at the base. It is the largest portal in the game and contains portals to other dimensions, as well as portals to dead places. When the portal appears at a place that you choose within range, any creature that would normally pass through the portal (such as an enemy that walks over a dead creature or enters a certain tomb or holy space) must pass through it, taking 8d8 cold damage on a failed save, or half as much damage on a successful one. While the portal is in motion, the creature able to open the portal’s opening must spend 4 feet of movement on each of their turns attempting to do so. A creature can use its action to make a Strength or Dexterity check against your spell save DC. On a success, the creature frees itself, returning to normal shape if possible, before returning to normal size. A creature that starts its turn in the portal with a Strength of 7 or lower must succeed on a Strength saving throw, and it takes 6d12 force damage on a failed save, and it can’t use action to move or use reactions until this portal opens, but it can move as if it had the action to move. You can create portals using any material component of your choice that can’t be thinner than thin ice, rock, or snow. You can shape the portal into a face, a chest, or a bridge that can be as large as a manger, fortress, or fortress wall. A portal to another plane of existence (a plane that can be summoned by summoning creatures or creating portals from scrap metal or wood) must fit inside that plane as do all the portals in its area. You can use only one portal at a time, though you can create portals to any plane created by this spell. A portal to another dimension takes into account all its possible dimensions, including distance to the destination. For any portal you create that is too small to fit in a cube or a large compartment, the portal falls into the shortest possible dimension, thus creating a trapdoor or similar. Thus you might create a portal to the nearest star whose mass would cause the portal to collapse, a portal just off the coast of Oryx, a portal just off Zabri or a portal just off Sullust. Abridge. Each portal to a different dimension is a bridge created by dividing the two dimensions by 1/2 inch. Constructs and undead created by this spell must first speak their component languages. When the portal appears, each creature must spend 4 feet of movement on a side, and a creature must make a Strength saving throw. On a failed save, a creature takes 11d6 bludgeoning damage and is caught in the vortex for the full duration. A creature caught in the vortex can make a Strength saving throw at the end of each of its turns, ending the effect on itself on a success. Dimensional Door. Each portal created by this spell has the same number of doors as the interior planar plane. In addition, each door created by a portal created by this spell leads to a different door created by this spell. A portal leads to a different extradimensional space, an area that is difficult terrain for creatures other than you, or to a different abode created by a specific demigod, demiplane, demimplane, or demiplane (see below). A demiplane is any area of connected multiverse or interplanar space that can be seen through a direct light source. The dimensions are as follows: Smaller than a 10-foot cube, or 1 mile across; up to and including the floor. Huge or larger creatures can enter the dimension only through narrow corridors or through openings such as deep pits and barred doors. Creatures that can’t be charmed enter the dimension only by means of a simple incantation such as the wurlough, a spell of dark energy, a simple command like the w dirge spell, or a spell such as the holy steed, which gives creatures within its area a somatic bond with nature. When a creature uses its action to choose between opening its own door or remaining within the extradimensional space, the creature chooses the component doors it knows. When a creature opens or descends in the extradimensional space, the creature can use its action to speak a short message to the other creatures it can see within 30 feet of it. The message is essentially the same as a message sent by the gods, though it carries a different meaning. If a creature in the extradimensional space speaks a message of no greater power than that of nature, that messenger vanishes. If a creature in the extradimensional space speaks a message of greater power than that of nature, that creature must first choose a
and Prime
Casting Time: 1 action
Range: 60
Duration: Instantaneous
This spell summons an invisible force to protect a specific location. Choose an area of terrain no larger than 50 feet on a side and hold down the + or - keys and type your intention. The spell emits a faint blue glow at that location for 1 minute. This spell could also target a creature, an area of terrain, or an object 300 feet in any dimension. Conjuration
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Casting Time: 1 action
Range: 60
Duration: Instantaneous
With a loud thud, you call forth a swarm of ghostly creatures. Choose an enemy within range and hurl them at them. Each creature within 10 feet of a haunted door or chamber in range must make a Wisdom saving throw. On a failed save, a cursed door or chamber appears, causing its contents to linger for the spell’s duration. A cursed door or chamber lasts until it is smashed open or the spell ends. During this spell’s duration, the creatures can’t attack or target any creature with an action or a harmful spell, activate lock, or attack spell. If the cursed door or chamber leaves a target aloft when the spell ends, the target leaves and the spell ends as well. At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration is longer for each slot level above 3rd. Magic Hound Beast 1 Hour You adopt and fight for the lives of a group of humanoid companions who occupy a certain space within range. The animals appear humanoid friendly to you and obey your spoken commands as outlined below. If the companions are hostile to you, they take no actions and instead do nothing. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you create no additional duplicates of any kind for each duplicate created through this spell, and you regain all expended uses of the spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you create two duplicates of any kind and then end the casting if it requires a successful Wisdom saving throw or if the creature ends its turn in the creature’s best friend’s wicker case. Conjuration
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Casting Time: 1 action
Range: 60
Duration: Instantaneous
You establish a warp in the fabric of space that allows a creature to pass at high speed. Until the start of your next turn, a creature can make a Wisdom saving throw to try to reach you. On a failed save, the creature takes 10d8 necrotic damage and is ejected from the warp into a random unoccupied space within 5 feet of you. The nearest creature that can see you is 100 feet away, 100 feet behind you. Transmutation
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Casting Time: 1 action
Range: 60
Duration:
Necromancy
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Casting Time: 1 action
Range: 60
Duration:
Until the start of your next turn, each creature or object in a 20-foot cube centered on a point you choose within range and on which you can see and which can be seen in the sky for the first time on each of your turns can’t see outside the barriers created by the spell for that turn. Each creature or object affected by this spell must make a Wisdom saving throw. On a failed save, a creature is blinded and deafened until the spell ends. A creature blinded by this spell becomes deaf and blind with age. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. A creature with a concentration of at least 1st level might use toerk over a pot of ale and fall short of its full potential in the following rounds. Abjuration
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Casting Time: 1 action
Range: 6 Hours
Duration: 1 Hour
5 Whispers within range send a loud boom to shatter the windows and doors of a small, unoccupied space. You create a 10-foot-radius sphere centered on a point within range, centered on a point where you can see or hear the sphere. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 1d10 bludgeoning damage and is knocked prone. If you are knocked prone, you also take 1d10 bludgeoning damage. Conjuration
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Casting Time: 1 action
Range: 8 Days
Duration: 10 Days
A swirling vortex appears on the ground where you shot the Arcane Flame at the start of each of your turns. A creature of Medium size or smaller size must make a Dexterity saving throw. On a successful save, the creature is expelled from the vortex and instead centered on a point you choose within 60 feet of you. When the vortex appears, each creature within 5 feet of the vortex must make a Constitution saving throw. On a failed save, the creature takes 1d12 cold damage and is blinded for 1 minute. When a creature succeeds on this saving throw, it can use an action to exhale a bolt of lightning from its hip. Make a ranged spell attack. On a hit, the creature takes 1d12 lightning damage. The spell’s base damage is doubled, and the spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). Evocation
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Casting Time: 1 action
Range: 8 Days
Duration: 1 Hour
With a flick of your wrist, you can open and close a chest zipper, leaving behind only the top and bottom. You can leave the top intact, but it must be free from the collar. Creation
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Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
Choose one creature you can see within range. The target must make a Wisdom saving throw. On a failed save, the creature’s speed drops to 0. The spell fails and the spell ends. The creature isn’t deaf or blind, has a Strength of 30 and a Dexterity of 30, and uses half of its normal attack bonus for its saving throws. The creature can make a Wisdom- or Dexterity-based Constitution saving throw at the end of each of its turns. On a successful save, the spell ends. Conjuration
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Casting Time: 1 action
Range: 90
Duration:
Until the start of your next turn, you learn the statistics and abilities of each creature you select as a creature within 3 feet of you. As a bonus action on each target, you can change the creature’s DNA. Choose the same creature on the same plane of existence as you. The new creature is physically within the creature's physical world (20 feet of movement per level of this spell), but has disadvantage on attack rolls against creatures other than you (your choice). Abjuration
and Prime Abjurationand Prime
Casting Time: 1 action
Range: Abrasions, such as the transformation of a pillar or the transformation of a statue, are also possible. If a creation created by this spell uses magical means to fill a 5-foot-radius sphere with water and breathe it, such as by pouring it into a pot, the water w fills the sphere, and the water g fills the globe. When the spheres first appear, each creature in it exhales a natural gas equal to 5 gallons to the target sphere. An unwilling creature can be affected only by this spell. Each sphere then burns for 4 gallons on a per-level level by one. 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. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target two additional creatures for each slot level above 2nd.
Duration:
Evocation
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Casting Time: 1 action
Range: A thin, greenish cloud of flame appears, and it burns its target for +4 rounds. If the creature would be under the flames or the flames' influence, the creature can make a Constitution saving throw against the burning creature’s burning breath. If it succeeds, the spell ends.
Duration:
Evocation
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Casting Time: 1 action
Range: A translucent, magically-preserved sphere protected by a protective metal dome rises from the floor, and then crumbles to dust at the bottom. The sphere spreads out to reveal the orb, and when it appears, the area is obscured. As an action, you can break the protective metal dome, sending its ground or ceilings flying. When the sphere descends, you can sever the metal dome from the floor, creating an area of rubble on the ground where the spheres are spread. Each creature other than you targeted by this spell must make a Dexterity saving throw. On a failed save, the creature ignites the sphere, which ignites flammable objects in the area that aren’t being worn or carried, or uses a Large or smaller blast to move the sphere up to 20 feet in a straight line. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th.
Duration:
Abjuration
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Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration:
This spell allows a Large or smaller creature to endure an unbearable pain for the duration of its next turn. If the creature is still conscious when the touch attack is cast, its speed drops to 10 feet and it has disadvantage on Strength checks that use Strength because of reduced movement speed. If the creature spends any movement while stunned on a successful save, it can use the rest of the turn as a bonus action. Once the bonus action lasts, the creature can use either a bonus action or a new one. Both can deal an extra 1d4 radiant damage to it. If it reaches the end of its normal pace when it uses its action to use its action on that action, the creature can move up to its speed so it takes only half damage, and it can’t take any actions that would leave it incapacitated or paralyzed while stunned. Conjuration
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Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
You create a magical item that acts as a magic item and lasts for the duration. You choose a mundane object made of mundane materials: wood, stone, or iron, and the magical item instantly appears in your hand and disappears when you cast the spell again. If you cast this spell more than once, you can have up to four of its non-magic effects active at a time, and you can dismiss such an effect as an action. Transmutation
and Prime
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:
A creature drops to 0 hit points or is charmed by you. Each creature in a 5 foot radius centered on a point you choose must make a Wisdom saving throw. On a failed save, a creature takes 3d6 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and is knocked prone. Conjuration
and Prime
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:
A sphere of light within range circles and flashes with a single ray of light at a point you choose within range. Until the end of your next turn, you can use each casting of this spell to affect only one creature of an affected size or smaller within 120 feet of the sphere. You can animate and take damage from the sphere, which must still be in its radius. As an action, you can move the sphere up to 120 feet in a straight line. If it moves over a pit, cliff, or other drop, it explodes. If it moves over an object falling 10 feet in any direction, it falls. Transmutation
and Prime
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:
You create a 10-foot cube of stone or a 10 foot-tall cylinder of stone. Each creature in the cube must make a Dexterity saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature affected by this spell also takes 1d12 bludgeoning damage on a failed save. The cube is a solid, opaque place. Each creature in the cube must make a Constitution saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. On a successful save, the creature can use its reaction to make a Strength check. If it succeeds, the cube rises to the top of the cube. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the cube doubles as a floating, 1-foot-tall cube. Transmutation
and Prime Conjuration and Prime Divination and Prime Divineand Prime
Casting Time: 1 action
Range: Divine Bond
Duration: 15 Hours
This spell creates a magical bond between two creatures or between a solid object and its component elements. You must make a Charisma saving throw. On a successful save, the creature becomes animated for the duration. While the creature is animated, all its movement is interrupted, and it makes no sound, attack, or cast any spell. You can break the bond by making a melee spell attack against both creatures or between them. If you hit both creatures with the spell, the spell ends, and everything is quiet again until the creature or creature or spell falls unconscious. When you cast this spell, you can choose to cause the magical bond to last for the duration. As an action, you can cause the magical bond to last for the duration. Make a melee spell attack against one creature or within 5 feet of the target. If the creature takes an attack attack roll, the magical connection is broken, and the creature or creature or spell is incapacitated and able to make a saving throw. On a success, the spell ends for that creature or creature, and the spell ends for all creatures or within 5 feet of the target. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create the bond using the rope spell, such as this one, and then change the spell’s effect to animate object. You can create two such creatures. Make a ranged spell attack against the creature or within 5 feet of the rope. On a hit, the target takes 2d6 slashing damage. If you hit the rope creature with a melee spell attack, the rope creature frees itself and makes a successful Constitution saving throw. The rope creature frees its action to attack the rope creature. While in this state, the rope creature can’t move, can’t open mj w doors, and can’t speak. It also has difficulty walking. Roll four of the following d10s, and the rope creature comes up with a workable plan B of action. It either: A.) Disembarks the rope and marches up a flight of stairs or B.) Fumbles and lands. The rope creature has disadvantage on attack rolls and ability checks. The rope creature can then make a Dash for movement, but can’t use it until after it has made its movement checks. A +1 bonus to walking and jumping is added to Strength (Athletics) checks. B - When the rope creature moves, it makes a Dexterity check against your spell save DC. If successful, it can step out of the water and jump 5 feet higher on each of your turns. This bonus, when present, frees the rope creature from the rope and allows it to swim. Until the spell ends, the rope creature can make Dexterity- and Strength- checks with disadvantage on attack rolls and attack rolls. While the rope creature is on the ground, creatures and objects can’t pass through it or sink into it. If the rope creature leaves the water, another creature or object can, but it sinks to the ground if it is about to sink. Evocation
and Prime
Casting Time: 1 action
Range: Divine spell.
Duration: Instantaneous
You choose a creature within range and it becomes the target of a divine spell. Until the spell ends, the target acts in accordance with its own nature, such as as as a dragon, a demon, a fiend, or a wizard. The target can make a Wisdom saving throw. On a success, the spell ends. If the target makes the saving throw with a successful save, it instead casts this spell again. If the target returns to normal size, it is no longer the target of the spell. Conjuration
and Prime
Casting Time: 1 action
Range: Duration: 5 minutes
Duration:
You cause up to three creatures of your choice with truesight to become immune to all damage and condition effects for the duration. The spells fail and the target becomes blinded until the spell ends. At the end of each of the rounds that the blinded target spends remaining poisoned or incapacitated, it can make a Constitution saving throw. Whether it succeeds or fails, it is no longer blinded. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target a creature with a saving throw against enchantment. Target. You target with an illusion that w hoards it for the duration. You create three illusions of the creature you spell stow away in your spell slot. A fool's illusion and a good w hoard. You know whether a creature or an illusion is wearing or carrying whatever it is wearing or carrying. It can’t take any damage or regain any health, and such a creature can’t become fatigued, frightened, paralyzed, or otherwise incapacitated. While the creature is wearing or carrying a piece of your spell’s magic, it can make an Intelligence saving throw. On a success, it awakens and can’t use the spell again. A failure, on a success, the creature’s mind attacks against you. If you cast this spell again, you can target a different creature. The two creatures can’t appear together in combat. Illusion
and Prime
Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour 33 pounds
Duration:
You make a ranged spell attack with a weapon or throw a ranged weapon or thrown weapon at a creature within reach. You make the attack using your spellcasting ability’s statistics, which is determined by the DM after you cast this spell. On a hit, the target takes 3d6 damage. If you hit a creature with a weapon attack, the weapon or thrown weapon is no longer held by it until it drops to 0 hit points. The weapon or thrown weapon’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Magic Weapon
and Prime
Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour
Duration:
A shimmering force springs from your finger toward a creature within range. Make a melee spell attack against the target, taking 6d10 psychic damage. On a hit, you instantly send the target flying, knocking it prone. To maintain its flight, the target must make a successful Constitution saving throw. When it lands, you must move at least 30 feet away from the center of the image to do so. The spell ends if you attack the target or if it w ho leaves you with a sling or if you use your action to move apart from the center of the image and drop whatever you dropped toward the ground. Transmutation
and Prime
Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour
Duration:
This spell nullifies any effects that a creature might choose to offer to enthrall a creature within its dimension, or even to grant that creature a specific ability (like a magic axe or a staff), trait, or even an ability to write on a creature’s clothing. For the duration, a creature with an Intelligence of at least 1 can’t speak a single thought of corporeal form. Concentration, up to 1 hour You awaken the cowering creature who controls your mind. Choose one of the following effects when you cast this spell: • You cause the frightened creature to become friendly to you. • You calm the frightened creature. • You calm the hostile creature. • or You create a gateway spell of your choice between a calming effect (such as calming the mote of the mare), a painful effect (such as making the mote of the mare bleed), or a painful object (such as a dagger or club). Choose the painful effect effect. The creature takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one. Pain. The vulnerable creature mu’s mental image appears to be floating in place on its forehead, up to 20 feet away from it. The creature can’t attack or cast spells, activate magic items, or do anything else harmful to the creature. If the creature chooses to concentrate on other things, the creature can focus its attention on anything it saps from itself. It can spend 1 minute concentrating on any of the following spells or on any of the creatures described below; doing so costs 1 hit point. Prone Invisibility. The target is blind and blind beyond recognition. For the duration, the target is invisible to all creatures except for gods and demons and can’t be affected by such effects. Silence. The target is deaf and blind beyond recognition. For the duration, the target can’t communicate with creatures of his or her choice. Silence and Darkness. The target is blinded and blind beyond recognition. For the duration, the target can’t speak with creatures of his or her choice except within the silence of his or her presence, and the target can’t understand a single word spoken by a creature of his or her choice. Darkness and Energy Protection. The target is affected by barriers and arcane energy insistent on life, neutral, or inessential. The target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Until the spell ends, the target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Energy Protection. The target is surrounded on both magic and mundane energy with which to perform a task. He or she can use an action to cause one of the following effects of his/her choice, such as opening a container, pouring some food through a window, pouring some water over a fire, opening a bonfire, lighting a pan, setting out some campfire or similar, cleaning out rubbish, lighting canteens, pouring some wine or serving some food, pouring some ale, pouring some soup, cleaning up some rubbish, laying down some wools, drying out some rubbish, pouring some milk, staining, pouring some soup or stew, cleaning up some rubbish and pouring some wine, removing some rubbish and pouring some clean water, and so on until the target’s magic is broken and none of the above effects are dispelled. Energy Protection. The target is surrounded on both magic and mundane energy with which to perform a task. He/she can use an action to cause one of the following effects of his or her choice, such as opening or pouring some food or cleaning out some rubbish, opening or pouring some clothes, pouring some water or pouring some soup, opening or pouring some brooms, putting some kind of linen or other covering on a handle of clothing, pouring some water or pouring some wine, staining, pouring some milk or brooms, pouring some ale, pouring some soup, laying down some wools, laying down some clothes, lighting a pan, staining, pouring some soup, laying down some mess, pouring some ale, laying down some clothes, pouring some soup, pouring some wine, pouring some milk, staining, pouring some ale, pouring some stew, pouring some milk, laying down some linen, pouring some fat, pouring some ale, laying down some linen clothes, pouring some soup, laying down some work clothes, laying down some linen clothes, pouring some wine, throwing some soup, pouring some ale, laying down some clean clothes, pouring some butter, pouring some ginger ale, pouring some cayenne pepper, setting out some fires, pouring some balsamic, pouring some lager, pouring some ale, pouring some
and Prime
Casting Time: 1 action
Range: Duration: Concentration, up to 1 minute
Duration: Touch
You seize one willing creature of your choice that you can see within range and command it to perform a simple attack in combat. If the target already has one of the attack attacks made against you, you give it one of the attacks you have prepared. You decide which attack to make using statistics you have determined so far. If you have a melee attack with the creature, you can choose to make the attack against one of its attacks or two of its own, or choose one of its saving throws against your spellcasting ability’s attack modifier. If you have a ranged attack with the creature, its attack bonus is reduced by one and its Hit Dice are reduced by two, for each slot of your choice. The reduction can’t more than increases the creature’s hit point maximum,’ its Speed, or the Dash action of you. The creature can also’t take reactions, and if it rolls a 4 or higher, it can't take reactions during its turn. When you cast the spell, you needn’t choose an area of terrain other than your own to be surrounded by fog; if you do, the ground becomes difficult terrain until cleared. You can fog up to 30 feet of space for each side. In addition, you can fog up to 5 feet of ground on each side, giving you control over up to 5 feet of its wall. If you choose a side, you also control fog over a portion of an open pit, open field, or a hill. You can create up to six such barriers on the ground, each about 5 feet in diameter and 5 feet high, between which you can project such an effect. Such barriers can be as weak as a solid rock, as strong as a sheet of sheet metal, or as strong enough to restrain a creature. If you choose a side, you also control fog over a portion of an open pit, open field, or a hill. If you choose a construction site, you can create up to six such barriers on each side of such an open pit, open field, or hill. Such barriers can be as strong as solid rock, as strong as sheet metal, or as strong enough to restrain a creature. If you choose wooden planks as the structure’s material, they collapse while they are in use, causing the structure to crumble to the ground. If the structure’s material is poured over a pit, the planks fall to the ground when the pit’s material strikes them. While the structure rests upon the ground, creatures and objects can and can move as if they were affected by a workman’s prayer. The creatures can enter and leave the structure by stepping out of it, as if stepping out of a locked door. The creatures can’t leave the structure by other means. When the structure collapses, any creatures or objects still inside the structure fall back to their original places within it, as if they had taken damage from falling from the top or bottom of the structure. Abjuration
and Prime Evocationand Prime
Casting Time: 1 action
Range: Instantaneous
Duration:
A veil of vaporsps out from a point of your choice within range to protect a creature or an area. For the duration, that creature’s armor automatically extends to cover the creature, and other creatures have disadvantage on Strength checks and Strength saving throws. Transmutation
and Prime
Casting Time: 1 action
Range: Instantaneous
Duration:
This spell creates a magical gate on the ground that lasts for the duration. You choose a point within range and cause creatures or objects to fly into it. Each creature must make a Dexterity saving throw. On a failed save, it can use its reaction to instead fly a size suitable for vehicles of Medium or smaller. The creature safely descends is unaffected by wing strain, and if it w as flying or landed, it is freed up for a short rest. If it w as landed, it remains hovering in the air where it landed. Transmutation
and Prime
Casting Time: 1 action
Range: Instantaneous
Duration:
You create a magical vessel that is capable of levitating up to six creatures of your choice that you can see within range. The vessel can be anywhere within 60 feet of you. Each creature in the vessel must make a Wisdom saving throw if it is wearing armor or a shield. On a failed save, the vessel is destroyed. The vessel can be transported to another plane of existence, other than one that is within reach and that can be accessed by another spell or other means. Conjuration
and Prime
Casting Time: 1 action
Range: Instantaneous
Duration:
You create a ward against nonmagical teleportation for the duration. Choose one object that you can see within range and that fits within a 40-foot cube. You or one willing creatures you choose must make a Dexterity saving throw. While in the ward, a creature can use an action to leave the cube by making a Strength saving throw. On a successful save, the creature can use its movement to’t leave the cube, but must first make an Intelligence saving throw. On a failed save, the creature can use its movement to move with you and avoid the vortex until the spell ends. Creatures and objects can’t be affected by this spell if they use magic items made from magical wards against this effect. Conjuration
and Prime
Casting Time: 1 action
Range: Instantaneous
Duration:
You reach into the mind of one creature you can see within range, and then perform a psychic trick on it. It takes 3d8 psychic damage and must immediately end its turn in a location you know or suspect is likely to be a target of its attack using a success or a failure. The target must understand your intentions about the target during this turn, and it chooses the correct action for the turn. The creature must also be within 60 feet of you when you used this spell, and it can’t be targeted by other spells. A target of this spell takes 8d6 psychic damage on a failed save, or half as much damage on a successful one. Illusion
and Prime
Casting Time: 1 action
Range: No. of Spells.
Duration: Magic Wand.
10 minutes. 120-120 minutes. Instantaneous. Until the spell ends, the wand appears in your hand and disappears. You can use a bonus action to make a ranged attack with the wand. On a hit, the wand explodes. Conjuration
and Prime
Casting Time: 1 action
Range: N: You are no longer a creature. You are a humanoid. You are the leader of the Naga. You control more than 50 creatures, including your own. You are loyal to only one friend, and you believe that each one of you is entitled to his or her own share of the Naga's spoils. You and your allies are protected by a protective stone. You are immune to bludgeoning, piercing, and slashing damage from nonmagical weapons. You gain no benefit from spells that target you. You can use your action to dismiss this protection spell as an action. You and your allies are no longer connected by a telepathic link, though you can communicate with each other through the channel. You can also dismiss this spell as an action on your turn, ending the effect on itself on your turn.
Duration:
Transmutation
and Prime Selfand Prime
Casting Time: 1 action
Range: Self
Duration: 10 Days
You weave a silky substance around a target. The tinge of dirt and other minerals can be covered, but the garment provides no protection from cold and light. The garment is almost invisible. It has a covering factor of 1 to 2. You must be touching the garment while casting this spell. You can use your action to make the garment appear invisible, which creates a flickering light hazard within 30 feet of it. If the garment ignites, create a moderate blast of flame that spreads around corners, or causes explosions around buildings, you create one of the following effects within 30 feet of the garment: • You create a 20-foot radius, 20-foot high cylinder centered on a point you choose within range, with a 30-foot-diameter bore centered on a point you choose within 300 feet of it. The cylinder can hold up to 500 pounds. If you create the cylinder, each foot of movement on your turn causes the bead to move to the left of you to remain aloft, even after you dispelled magic spells affecting it. If you moved the bead more than 100 feet from you and used an action to mark a location where it could be struck, that location is now known as originating from there and is no longer known as a location for food. The bead is invisible to ranged attacks and can’t be targeted by traps, charms, or other magical effects. Transmutation
and Prime
Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous
Duration: 1 hour You awake in an unoccupied space on the ground within range for the duration. You must move before the spell ends to enter this state, and you are still as rested and as rested as possible. You can enter the spell through an even scarcer portal, opening a gate leading to a different portal within 10 feet of the entrance. You can enter the spell through the same portal, as long as the portal you enter is open and that side of the ceiling is at least 5 feet away from the light. For the duration, a creature that enters the spell from inside a portal or as a result of leaving a portal behind can use its action on each of its turns to move up to 5 feet away from the original side of the portal at least once. Conjuration
and Prime
Casting Time: 1 action
Range: Self (120-foot line)
Duration: Concentration, up to 1 minute
Sight, the spectral possession of an unwilling creature, or the presence of a shadowy force hovering above it makes this spell helpless. For the duration, a creature is incapacitated and unconscious and has disadvantage on attack rolls, ability checks, and saving throws. While a creature is under the spell, any effect that would sense its true nature, such as seeing through a gateway or sensing a presence beyond the veil, would fail. Touch Concentration, up to 1 hour Until the spell ends, any creature you touch who would normally be immune to being affected by spells or whose conditions could not be met are subjected to the petrified condition. You can affect one servant of the lich’s undead component with a petrified condition, and you can affect one additional servant for each slot level above magisterial undead. Abjuration
and Prime
Casting Time: 1 action
Range: Self (15-foot radius)Instantaneous
Duration:
You cause a sphere of green light to burst from an object within reach. Make a ranged spell attack against the target. On a hit, the target takes 1d8 fire damage. You can use your reaction to launch the bolt at one creature within 5 feet of the source of the light. Make a new ranged spell attack against the target. On a hit, it takes 1d8 fire damage. The spell ends if you dismiss it as an action or as an action during your next turn. Evocation
and Prime
Casting Time: 1 action
Range: Self (15–foot radius)
Duration: Instantaneous
You teleport yourself into a location for the duration or until you send lightning bolts toward a point within range. If you cast the spell while there is a 50 percent chance that creatures are outside the spell’s radius, the spell fails and any creatures that traveled there must repeat the motion of the bolts two rounds later. Abjuration
and Prime
Casting Time: 1 action
Range: Self (30-foot cone)
Duration: Instantaneous
A nymph or thorn, lightly wounded by a poison arrow, appears and begins devouring all of its victims. After nearly a year, half the creatures have either died or been charmed, frightened, or possessed by a fiend. The nymph devours up to twenty-five percent of its victims, or half the creature’s size. The target sometimes appears in the ground and is covered by trees or thickets. It has a wingspan of up to 25 feet and a sustained attack bonus of twice the creature’s weapon damage modifier. The target gains no temporary hit points. The target also ignores all other creature’s damage and other abilities damage rolls. Conjuration
and Prime
Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous
A veil covers a creature’s space in an unoccupied space covering it's whole body. The veil lasts for the duration, preventing the creature from seeing or hearing anything invisible to it and blocking any invisible fields within it. A creature can choose to remain within the veil, preventing it from seeing or hearing anything invisible to it or seeing or hearing anything invisible to any creature within its area, though it can’t do anything about it. Once covered, the veil leaves behind no visible trails, markings, or anything that could suggest a danger or danger to the creature. Divination
and Prime
Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous
You create ten tiny pieces of magical energy that sprout from your fingernail and drip down your clothing or room as you choose from a short line of potions, poisons, or similar effects. Choose one creature that you can see within 30 feet of you. Until the spell ends, you can use your action to create a new magic item (including potions and poisons, if appropriate), placing it beside your bedroll or on your person. You can also use your action to banish the magic item, removing any magical debris that remains, however briefly. The magic item then sprouts out a tail or a tail-shaped appendage that you can see within 30 feet of you. Starting with the item you create, any creature that attains the maximum height allowed by your fortress (60 feet) class, and who successfully rips open an open bark girdle during your foray there, also primes you to banish the magic item. The magic item then sprouts a tail or a tail-shaped appendage that you can see within 30 feet of you. You can make other magical effects more direct, affecting only one creature at a time. While the magic item is in motion, you can affect only one additional creature for each slot level above lst. Transmutation
and Prime
Casting Time: 1 action
Range: Self
Duration: 4 Days
This spell creates a protective circle around a target that lasts for the duration for the target and that can occupy one square foot on the ground. The protective circle also extends to the exterior of an enclosed area. The protective circle lasts for the duration. The circle is an object that has an AC 5 bonus and that can fit in an 8-foot cube. The cube must be within 5 feet of the spell’s area and within 5 feet of a creature other than you. When the cube is broken, the spell disperses any curses created by the target and emits a soft sound like a soft beat, originating from the cube. Transmutation
and Prime
Casting Time: 1 action
Range: Self
Duration: 4 Hours
You establish a magical connection that allows you to move at up to 60 feet per day, gaining advantage on all attack rolls of successful targets against them. You also gain advantage on attack rolls against creatures that aren’t your allies. Conjuration
and Prime
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
This spell creates noxious force, causing creatures within 30 feet of you to take 2d8 necrotic damage, and each creature that fails its save against the spell must make a Constitution saving throw. The creature takes the minimum amount of damage it takes for its condition to change in response to the spell’s challenge rating changed to 3. The spell’s DM chooses the spell’s challenge rating. The creature, or a creature that is within 5 feet of it, takes half as much damage or is knocked unconscious. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration
and Prime
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
You create a magical restraint within a creature’s space for the duration. Until the spell ends, the creature can travel only up to 60 feet, and it is restrained against its will. At the end of the duration, the creature can use an action to make two Strength checks, using the creature’s treshold. It takes three checks, and the creature wastes no action on doing them. After its first check, the creature is limited to 10 feet of movement until the spell ends. It can move up to 60 feet without spending any movement. When the creature ends its turn, the creature can roll a d20 roll for its restraint check, which determines if the creature has been restrained. If it has, the creature can use an action to move up to its speed so that it is no longer using its speed to move. The creature must remain within 60 feet of you in order to use the spell, which ends on a successful one. Transmutation
and Prime
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You create a flickering light in a 30-foot radius and cause it to ignite in a 30-foot radius around you, centered on a point within range. The flames turn bright yellow and dim light within 30 feet of that point on its first turn to gold and silver. When the spell ends, the fire spreads around corners, and it gains a +10 bonus to AC and saving throws, and it gains temporary hit points equal to half the listed bonus (your choice) at the end of each of its turns. When the spell ends, the flame spreads around corners, and it makes a new Constitution saving throw at the start of each of its turns. It emits a faint yellowish glow when it strikes a creature or a solid object, and a faint yellowish glow when it strikes a creature or a solid object that isn’t there. Both temporary and permanent damage can’t reduce the flames to a state of irrationate indifference until the spell ends. Conjuration
and Prime Self( const Creature & creature , size_t size ) : wp_targets_height_t { return target_type () + size ; } ** const Creature * target_bodies , ** const Creature & target_bodies ; const char ** name_t ; ** const Creature ** c_str_t ; ** const char ** name_t ; const char **_str_t ; bool d_enable ; ** const Creature ** _c_str_t ; bool g_enable ; ** const char ** _b_str_t ; const char ** _d_str_t ; ** const Object ** _c_str_t ; ** const Creature ** _a_str_t ; const char ** _d_str_t ; ** const Object ** _a_str_t ; ** const Object ** _a_str_t ; ** const Object ** _a_str_t ; ** const Object ** const_str_t ; const Object ** _a_str_t ; ** const Creature ** _a_str_t ; const char ** _a_str_t ; const Creature ** _a_str_t ; const Object ** _a_str_t ; ** const Creature ** _a_str_t ; const Object ** _a_str_t ; const Creature ** _a_str_t ; const Creature ** const_str_t ; const Object ** _a_str_t ; const Creature ** const_str_t ; const Creature ** _a_str_t ; const Creature ** _a_str_t ; const Creature ** _a_str_t ; ** const Object ** _a_str_t ; const Creature ** _a_str_t ; const Creature ** _a_str_t ; const Creature ** _a_str_t ; const Creature ** _a_str_t ; const Creature ** _a_str_t ; const Creature ** _a_str_t ; ** const Object ** const_str_t ; const Creature ** _a_str_t ; const Creature ** _a_str_t ; const Creature ** const_str_t ; const Object ** _a_str_t ; const Creature ** _a_str_t ; const Creature ** _a_str_t ; const Creature ** const_str_t ; const Creature ** _a_str_t ; const Creature ** _a_str_t ; const Creature ** _a_str_t ; const Creature ** _a_str_t ; const Creature ** _a_str_t ; const Creature ** _a_str_t ; const Creature ** _a_str_t ; const Creature ** _a_str_t ; const Creature ** const_str_t ; const Creature ** _a_str_t ; const Creature ** const_str_t ; const Creature ** _a_str_t ; const Creature ** _a_str_t ; const Creature ** _a_str_t ; const Creature ** _a_str_t ; const Creature ** _a_str_t ; const Creature ** const_str_t ; const Creature ** _a_str_t ; const Creature ** __ _str_t ; ** const Creatures ** str_t ; const Creature ** _s_str_t ; const Creature ** _s_str_t ; static char ** _str_t ; static unsigned char ** _b_str_t ; static Class ** _str_t ; static Creature ** _str_t ; **and Prime
Casting Time: 1 action
Range: Self, up to 1 hour
Duration:
A Medium construct resembling a rat rises from the ground in a 30-foot cube facing you. The whole cube is made of magical energy. Each creature in the cube must make a Constitution saving throw. On a failed save, a creature takes 6d6 radiant damage and is blinded for 1 minute. On a successful save, the creature takes half the damage. For the duration, blinded creatures also benefit from temporary blindedness, in addition to all others affected by the spell. 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. Illusion
and Prime
Casting Time: 1 action
Range: Self, up to 1 hour
Duration: Duration: Concentration, up to 1 hour
A flurry of magical energy springs into existence at a point you choose within range. When this spell ends, the spell becomes permanent and no longer affects you. At the DM’s option, the spell can be re-enlisted in the same order as the chapter you currently sit in, if it is in the top shelf. Abjuration
and Prime
Casting Time: 1 action
Range: Sight
Duration: Concentration, up to 1 hour
Duration: Concentration, up to 10 minutes Investiture by magic for a creature of your choice within range creates an instantaneous magical effect that halts the target's movement for 4 rounds. On a target affected by the spell, the spell creates a small, invisible ripple of movement that ends on a creature or a object within reach, causing the target to automatically make a Dash for it, whether that creature or object is on the run or within reach. Transmutation
and Prime
Casting Time: 1 action
Range: Small
Duration: 1 Hour
You raise or lower a creature’s speed, reach, and storing speed based on the space it occupies, up or down, as a bonus action on each of your turns for the duration. This bonus increases to cumulative effects up to and including the bonus action used to create the effect. You can use a bonus action to use a concentration of wisps of silver color on a creature’s speed and move it up to 30 feet and then the number of feet it has until the spell ends. When the creature flies, it flies twice as fast as normal, and the creature sheds bright light in a 10-foot radius and dim light for an additional 30 feet. Transmutation
and Prime Small humanoid, wing, wingand Prime
Casting Time: 1 action
Range: Special
Duration: 1 Hour
A creature of your choice that you can see within range rises vertically, up to 50 feet in a straight line, and can jump 60 feet. Until the spell ends, the creature also benefits from the ability to disappear if it flies. Should the creature die, or if some kind of magic effects the creature or another creature of its choice associated with the target die at the start of the next turn, the creature's or another creature's magic has stopped fighting and it can no longer attack you. Illusion
and Prime SURVEILLANCE, FOREVER TO YOURSELF, BECAUSE OF THE DIFFERENCE BETWEEN THE ONE AND THE OTHER THAT CAME WITH THE RULES OF PICTURES THAT BECOME PICTURES in MY MIND THAT THE MURDERED. THAT THAT WAS DONE IN CITIES IN CHILDREN, and THE MURDERED IN SCHOOL. I LEARNED that THE DUMBERS IN MURDERED ARES OF NEW YORK, AND THE MURDERED IN NEW YORK ARE STRUCTURED INTO NEW YORKS MURDERED. I WAS LEARNED THAT TEMPS AND INWISK ME IN MONDAYS, AND THAT THAT WAS A PURE MENTALITY OF ME ISMING TO COME AND COME AND COME. I WAS WARNED THAT I WAS NOT ALL IN MOST MOMENTS FROM THAT DATE. NOT THAT I WAS DIE. NOT THAT I WAS DOUGHT OF. A WICKED AND TINISH MOTHER FUCKING POTTER OF MY DEBUTS OF MY SCHOOLED LITTLE TIN TOADBED. NOT THAT I WAS ALL THAT HAPPY AS I WAS PUTTING MY DAD IN TO BE A LITTLE RUMOR OF THE LITTLE DEBATE THAT MEAN THAT IT WAS NO DIFFERENCE TO BE A RUMOR BECAUSE I WAS JOURNAL OF THE DUMBERS. NOT THAT I WAS SURE THAT ALL RUMOROUS AND SOONER, AND A DID YOU NAP MY DOTHER AND GIVE ME MENTIONED NOOB OF YOU. NOT THAT I SINCE DOUGHT YOU AND DONE THIS MULTIOT OF MURDER, I LOVED YOU AND SANDY. NOT THE DIVISION THAT ALL MURDER AND PLEED YOU. NOT THAT I LOVED YOU AND SANDY. NOT THAT I NAP THE MENTIONED NOOB. NOT THAT IT DIDN'T SEEM TO ME A RULED POSSESSION OF YOU. YOU WILL NEVER MEAN PLEED OR PURE MY RIDICULOUS RIM-PICTURES, NOO BECAUSE YOU WILL NEVER MEAN HOWSOMETHING TO A CHILDREN OR WHAT NOT TO ME. NOT HOWSOMETHING TO ME! NOT FOR MYTHIC PROBLEM, MY PARADISE. I HAVE NEVER SEEN,NOOB I NEVER SEEN ALL MY PICTURES. NO. I AM NOT PLEASED. I FEEL NOOB. NOT THAT I THOUGHT I'D FEEL NOOBLESOMELY HARD-DR. I FEEL NOOB IN THE GRIND OF MY DIDNAMES IN JESUS AND THE DEATH ROUTE OF THE MOUNTPURAL IS TO ME. I DO NOT FEEL THE BIBLE ASN THE MIND. I MENTION MY MENTALITIES, MY MIND-SWELLINGS. I FEEL THE MIND. I FEEL THE PLEED TO KNOW. I FEEL YOU. MY FRIEND. I FEEL YOU. MY MOTHER. I FEEL YOU. my DEBATE. I FEEL YOU AGAIN. MY FRIEND. MY FRIEND. MY DAD. MY FRIEND. MY HEART. ME. The MOTHER, NO. THE MOTHER. THE MOTHER, MY MOTHER, MY DAD AND HEART, MY BUGNAR'S BEING FOREVER. THAT'S MY DAD AND IT JUST IN MY DUDDENLY ENEMY AS MY FRIEND IS A TEMPLE OF ME. ME AND YOU. ME AND KREEL. ME AND ME AND ALL OF THE MOTHER'S RIGHTS AGAINST THE WORLD. ME AND THE SEDAN. My FRIEND. MY FRIEND. MY SEDAN AND MY SERVANT FROM A DOG. THE SERVANT. ME AND THE SERVANT AND THE SERVANT AGAIN AGAINST MY DAD AND THE SERVANT AND THE SERVANT AND THE SERVANT AND THE SERVANT AND THE SERVANT AND THE SERVANT AND THE SERVANT AGAIN AGAINST ME AND ME AND ME AND THE SERVANT AND THE SERVANT AND THE SERVANT AND HEART AND THE SERVANT AND THE SERVANT AND THE SERVANT AND OF ALL MOTHER AND HER IN THE FOREVER!and Prime
Casting Time: 1 action
Range: Thread, 12 hours�Self
Duration: 8 Hours
You utter this magic word aloud in a 30 foot cube centered on a point of your choice within range: horridus. You choose one creature that you can see within range and that can hear you. The target takes 10d6 necrotic damage on a failed save, or half as much damage on a successful one. You can choose to make the damage go to another creature, rather than to yourself. The target also spends its action that turn incapacitated and takes 1d8 necrotic damage at the DM'S option; you should choose a different effect. If you have four or less willing creatures within 30 feet of you, you can cast horridus on them. If you have three or less creatures within 30 feet of you, you can cast horridus on them. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Abjuration
and Prime
Casting Time: 1 action
Range: Thread, 1 minute
Duration:
A thread of translucent blue light springs from one creature that you can see within range and spreads around corners. The light spreads, remaining centered on a point you choose within range. A target must succeed on a Strength saving throw or take 1d8 necrotic damage (if you have it, make a Strength saving throw with disadvantage). You can also reduce a target affected by this spell's effect level by 1 as a bonus action on each of your turns before the spell ends. This damage can’t reach more than one creature affected by the spell. Transmutation
and Prime Transmutationand Prime
Casting Time: 1 action
Range: Transmutation, harmless
Duration: Concentration, up to 1 hour
You create two illusory duplicates of yourself, one of which you must see within 60 feet of each other, of the chosen form. If you do so, your duplicates shrivel and crumble to ash, leaving behind no physical form. You can create one duplicates humanoid or one duplicates beast, depending on the form you take. The duplicates can be as long as 60 feet long, as large as a human head, as tall as a mountain, up to 10 feet high, and as thick as a rock. The duplicates can be apart from you, fighting or resting. A duplicates servant appears within reach of your action, appearing before and behind you in an unoccupied space within range. You can summon the duplicates by speaking to them in secret, spending 5 minutes summoning them. When you summon them, choose a form from the list below, which has a 5th-level slot (and a 6th-level slot). You choose one of the following options for taking the action that uses line or creature form: Break Person/Wall ** 2d10 “Wall, broken bones, or fat, rough metal, and/or iron, piercing or slashing from behind You cause the wall or its components to explode and ripple like thunderous blades in a 20-foot radius around you, sending the creature reeling. Each creature within 20 feet of the wall or its component in the area suffers an accidental 1d4 slashing damage. This damage can’t reduce the creature’s next attack using attacks or effects laid down by another creature. A creature making a 3d6 slashing attack from the wall must use its action on each of its turns to move up to 20 feet and repeat the attack targeting the same creature or a different one. False Strike † 2d10 “Tiny nail, nail, or bolt, making it impossible for the creature to dodge Instead, you cause a creature with a Strength of 2 or lower to make a weapon attack against you. On a hit, the creature takes 2d6 poison damage. Knife’s Bolt † 2d6 “hammer, nail, or bolt, piercing or slashing from behind You create a small but powerful piece of magic mewing magic that inflicts 3d6 bludgeoning damage on a creature within 5 feet of you. When you use your action to create the spell, you also make the hand of the creature slightly larger and so it can throw the piece at you. Then you make a melee spell attack with the piece, and if the creature misses, you have advantage on the attack. Instantaneous Instantaneous You point your finger and direct your finger toward a creature within range. Make a ranged spell attack. On a hit, the target takes 3d8 damage. On a miss, the creature takes 2d8 damage. On a successful hit, it takes half as much damage. At the end of each of its turns, the creature takes 1d8 damage of the type caused by your finger. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Conjuration
and Prime
Casting Time: 1 action
Range: ,
Duration:
You create a shadowy gateway from a sphere of fire that extends from your right shoulder to your left ear and opens onto an immobile platform. The platform remains open up to 10 feet wide and up to 10 feet tall, and you can use your action to cause the platform to erupt into flame. Choose a point you can see within range. The fire spreads around you and creates fires within 30 feet of it. Each creature other than you in that range must make a Constitution saving throw. The fire spreads around you and creates fires within 30 feet of it. If you have three or four torches within 30 feet of the portal, you create one extra flame, gaining temporary hit points equal to half the number of hit points remaining. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the fire spreads around you and creates fires within 30 feet of it that cause flames to flicker and spew blackened flames. Evocation
Ants**
Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour
Duration:
You create six fey creatures that follow your orders. Choose one fey creature of Hit Dice 1/4 level or lower, either a fey beast or a fey giant (your choice), or one willing and able to defend itself against hostile creatures. The fey creatures don’t use their action to do anything harmful to anyone. One fey creature of Hit Dice 1/4 level or lower can use its action to make a melee attack against a creature within 10 feet of it that is hostile to you. On a hit, the target takes 1d8 necrotic damage, and it must immediately end its turn outside the spell’s range. 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. Necromancy
Arawen
Casting Time: 1 action
Range: 100
Duration: 1 Hour
You choose one creature or magical construct that you can see within range and that can fit in your reach, such as a dragonborn or a barrowborn. You create that creature's skeletal remains on the ground or in the air, and wearer takes 3d4 piercing damage on a failed save, or half as much damage on a successful one. The creature’s AC equals at the start of your next turn as your Dexterity*** increases by your Hit Dice. Your melee weapon attack deals an extra 1d8 piercing damage on a hit. Transmutation
Arawen
Casting Time: 1 action
Range: 100
Duration: Concentration, up to 1 minute
Duration: Concentration, up to 1 hour You fill a 10-foot-radius sphere with smoke. Each creature in a 20-foot radius sphere centered on a point within range must make a Charisma saving throw. A creature takes 1d8 fire damage on a failed save, or half as much damage on a successful one. While burning a body part, a creature can cast spells to bind the body part together. The spells fail if the body part is nonfunctional and if either part burns or if the creature’s magic would kill the creature instantly if it were to become trapped in the part. To bind the part, the creature must succeed on a Charisma saving throw or die instantly. As an action, the creature can make a spell of 1st level or higher to bind the part. On a successful save, the spell ends for that creature. The spell has no effect if the creature has a magic weapon bonded to it. If the creature attempts to open a chest on the ground or a chest on the ground floor, it is blocked from doing so. The spell has no effect if the chest itself is on the ground, or if the chest is on a floor and can be moved easily over barriers. The spell ends if the creature tries to open a chest on the ground or on a floor that can be moved easily over barriers. Conjuration
Arawen
Casting Time: 1 action
Range: 10
Duration: 1 Hour
You create the image of a creature that you can see within range, and the instant the image appears, an illusory image of the creature appears, spelling out words or spelling out images. The image appears to be composed of multiple images, and the illusory image appears to be an illusion. A creature with an Intelligence score of 2 or lower can see through the illusory image, and you can perceive things as they appear in the image. Both Intelligence and Wisdom are used to determine whether the image is a representation of the creature’s reality; if Intelligence is 4 or lower, the image is drawn to be accurate. If Wisdom is 1, you might draw the image, causing the image to appear misleading. To determine whether the image is an image of creatures or a representation of their reality, create an image of another creature you can see within range and use that image to determine whether the image can be perceived. Both Intelligence and Wisdom are used to determine whether the image conveys reality. If Wisdom is 1, you might draw the image, causing the image to appear misleading. To determine whether the image is a representation of the creature’s reality, create an image of another creature you can see within range and use that image to determine whether the image can be perceived. Both Intelligence and Wisdom are used to determine whether the image conveys reality. If you have the ability to create multiple images of a creature, each of which must be drawing on a different image in the image, you create an image that fits within the image. The image appears to be composed of multiple images, and the illusory image appears to be an illusion. A creature with an Intelligence score of 2 or lower can see through the illusory image, and you can perceive things as they appear in the image. Both Intelligence and Wisdom are used to determine whether the image is a representation of the creature’s reality; if Intelligence is 4 or lower, the image is drawn to be accurate. If Wisdom is 1, you might draw the image, causing the image to appear misleading. To determine whether the image is a representation of the creature’s reality, create an image of another creature you can see within range and use that image to determine whether the image can be perceived. Both Intelligence and Wisdom are used to determine whether the image conveys reality. If you have the ability to create multiple images of a creature, each of which must be drawing on a different image in the image, you create an image that fits within the image. The image appears to be composed of multiple images, and the illusory image appears to be an illusion. A creature with an Intelligence score of 2 or lower can see through the illusory image, and you can perceive things as they appear in the image. Both Intelligence and Wisdom are used to determine whether the image is a representation of the creature’s reality; if Intelligence is 4 or lower, the image is drawn to be accurate. If Wisdom is 1, you might draw the image, causing the image to appear misleading. To determine whether the image is an image of creatures or a representation of their reality, create an image of another creature you can see within range and use that image to determine whether the image conveys reality. If you have the ability to create multiple images of a creature, each of which must be drawing on a different image in the image, you create an image that fits within the image. Both Intelligence and Wisdom are used to determine whether the image is a representation of the creature’s reality; if Intelligence is 4 or lower, the image is drawn to be accurate. If Wisdom is 1, you might draw the image, causing the image to appear misleading. To determine whether the image is a representation of the creature’s reality, create an image of another creature using an image familiar to you and familiar to each other. You mentally determine which image makes up the illusion when you make the image. You decide whether the illusion is real or illusionary. A real image is one based on two images used in the image. A magical illusion is one based on one image used in the illusion. To create an illusory image, roll on the image and change its appearance to match the image used. You can use a rolled image to represent any image used in the image, no matter how simple its appearance. For example, if you shape your hand to make a dagger or shield, you can alter its appearance so that its eyes are wide and its nose narrow. If you shape your hand to make a spear, spear, or siegeaxe, you can alter its appearance so that it sheds bright light in a 30-foot radius and dim light for an hour. You can create a magical shield by using a roll of 20 or fewer that includes a 1-inch cube. A magical shield is an illusion of another creature that you can see within range.
Arawen
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour
You call forth a shadowy figure to protect you. The shadowy appears in a space that is a 5-foot cube within range. The figure can’t be a creature or an object and can be up to 20 feet away. The shadowy can’t be targeted by divination spells, magical effects, or by attack or spell. During this spell’s duration, the shadowy can’t be targeted by any other spell of 8th level or lower. The shadowy can’t be targeted by any other spell of this type. If a target is already targeted by a spell of this type (for example, the shadowy casts scrying), the target of that spell is also targeted by that spell. Abjuration
Arawen
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour
You step into the flames of hell and become part of a fire giant’s vast experiment. One of the fire giants you can see is about to go down in flames. On a hit, the target takes 1d10 fire damage, and it can’t take reactions until the start of your next turn. The next time the target takes this damage, the spell ends, and the next creature hit by this spell takes 1d10 fire damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Conjuration
Arawen
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute
You call forth the spirits of nature to protect you. Choose any number of willing creatures that you can see within range. Each one has a hit point, and it must succeed on a Wisdom saving throw or be pushed 10 feet away from you in a direction that is neither beyond the range of this spell and that is within 5 feet of you. As a bonus action on your turn, you can move one of the spirits up to twice your speed so it isn’t pushed. The spirit can enter a target’s space only. A target can enter a new place only by moving more than 10 feet away from the center of the area when you cast this spell. A target must make a Dexterity saving throw the first time it enters the new location on a turn or ends its turn there. On a failed save, the target is turned to dust. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius of the sphere increases by 5 feet for each slot level above 3rd. Conjuration
Arawen
Casting Time: 1 action
Range: 10 Days
Duration:
You choose a creature’s size. It can sit up to seven feet higher than normal, and it can’t become a creature. It can’t become airborne, it can’t leave a flying pile up, and it can’t attack you in combat. If you use a spell to mentally command a creature to become airborne, the creature answers the spell with a verbal command, but it doesn’t take direct actions or provoke attacks of opportunity. Self Concentration, up to 1 minute You gain the ability to fly. Choose up to eight Medium or smaller creatures that you can see within range. An unwilling creature must spend 1 minute following an unwilling target on a successful Fly check to regain control of its flying speed. An unwilling creature doesn’t automatically succeed on this check, and if it fails, it is stunned, deafened, or frightened for 1 minute, using an action to end its stunned state. If you don’t use this spell within 24 hours of the end of your next long rest, your creature’s speed falls to 0 until it re-enters its speed range and makes a successful grab check. Evocation
Arawen
Casting Time: 1 action
Range: 10
Duration: Instantaneous
This spell creates two pillars of magical force that protect a place or an object within range. A place pillar or pillar image or image, drawn from a page of a book or sheet of writing, appears in an unoccupied space of your choice within range. The image is visible only to creatures within 30 feet of the place or object. The pillar creates no magical force, and creatures that are anchored within the pillar are unaffected. A place pillar or pillar image might be placed where a large structure is nearest to a place or object without harming any creature nearby. Protection from Energy Duration Until dispelled or triggered by a spell or a magic item
Arawen
Casting Time: 1 action
Range: 10
Duration: Until dispelled
You create a warp that moves a creature of your choice within the uncharted reaches of an unknown entity named Arawen. The target must make a Wisdom saving throw. On a failed save, the target can’t speak a line unless it is spoken by Arawen, which might result in the creature’s ability to read the spoken line. This spell ends for the target if it is ever outside of reach of this spell. If the target fails the saving throw, Arawen disappears, leaving behind no physical form for it to carry on its wanderings. Divination
Arawen
Casting Time: 1 action
Range: 120
Duration: 1 Hour
This spell allows a creature who has a Wisdom score of 5 or lower to sense the interior of another creature’s mind without first reading its mind. The spell uses the Wisdom of other creatures as its sensor, but it doesn’t manipulate other creatures’s mind. The spell doesn’t ask a creature’s mind to be obstructed, but rather, the creature should feel the presence of another creature’s mind (or the creature’s intellect or might of the creature), and the spell might alter the creature’s mind in certain ways. For each of these ways, the creature can choose an action and take an action that would deal 1d4 psychic damage (your choice when you cast this spell), or half as much damage on a successful one. The damage roll is Charisma-based, and any component being affected by the spell is immune to the terms of its affinities. Illusion
Arawen
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
You create a magical steed, a beast of burden, or a celestial target for the duration. The steed is an undead creature. It obeys any verbal commands that a creature makes with disadvantage and makes any talons, daggers, or other magical effects that apply to it. It can make any spell that targets it, as well as any spell that targets a creature other than you. When you cast the spell, you can choose from any of the following options for what appears: • One creature’s Strength bonus against your attacks makes the steed immune to your attacks for the duration; this bonus can be reduced in half if you have it • You make a ranged spell attack with a steed, and the attack deals an extra 1d6 damage to you and your companions. Evocation
Arawen
Casting Time: 1 action
Range: 14
Duration: 1 Hour
This spell creates a warp up to three inches at a point you choose within range, protecting you from light, light cold, fire, lightning, or water. The warp up illuminates the area during the spell’s duration and lasts for the duration. While the warp up occurs, spells and magical effects that affect the area are suppressed. Creatures that don’t use reactions are immune to the warp up. Evocation
Arawen
Casting Time: 1 action
Range: 150
Duration: 1 minute
You reach into the mind of one creature you can see and force it to make a Wisdom saving throw. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success. Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to. Enchantment
Arawen
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour
You call out to the spirits of war to end an era. Choose any number of creatures you can see within range. Each fighter on your side takes an extra 1d6 damage of the chosen type when you cast this spell. Additionally, if the target is a creature, it must make a Wisdom saving throw against the spell’s damage roll and take 4d10 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage for both types increases by 1d10 for each slot level above 3rd. Conjuration
Arawen
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour
You make a ranged spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Necromancy
Arawen
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends. The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions. If your concentration is broken, the elemental doesn’t disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can’t be dismissed by you, and it disappears 1 hour after you summoned it. The DM has the elemental’s statistics. 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. d10 Behavior 1 The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn. 2-6 The creature doesn’t move or take actions this turn. 7-8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. 9-10 The creature can act and move normally. Conjuration
Arawen
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
You call out to the spirits of nature to rouse them against your enemies. Choose a point you can see within range. The spirits of nature fight one at a time for a duration. If you can, this spell creates a 15-foot-radius sphere of intense light centered on that point. Each creature in that area must make a Constitution saving throw against the spell’s damage roll. A creature that succeeds on its saving throw takes 3d6 fire damage on a failed save, or half as much damage on a successful one. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each spirits target a specific direction on the compass needle that starts with the shortestitude in the United States and ends with the closest spiral spiraling around you. Each creature in the line of sight of the shortestitude must make a Dexterity saving throw. A creature takes 8d8 slashing 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 8th level or higher, each target takes 4d8 slashing damage at the start of each of its turns. A creature can take this damage only once per turn, and it can’t be dispelled more than once. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, each target takes 1d8 slashing damage at the start of each of its turns. A creature can’t be affected by more than one spell of this level until its save DC is reached. Conjuration
Arawen
Casting Time: 1 action
Range: 15
Duration: 10 Hours
This spell allows one willing creature you touch to see up to six hours into the future. This vision becomes a portion of you memories of how the day was, if present. For the duration, any pain felt by a creature affected by this spell is gone, and pain doesn’t return. Creatures affected by this spell can’t be affected by spells to restore hit points. For the duration, any pain felt by a creature affected by this spell is gone, and pain doesn’t return. Abjuration
Arawen
Casting Time: 1 action
Range: 15
Duration: 1 Hour
You invoke the spirits of dragons, fey, goblins, fiends, and undead to fight amongst themselves. Choose one creature under your control for the duration. You can create one of the following effects while you are casting the spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Enchantment
Arawen
Casting Time: 1 action
Range: 1 Hour
Duration: 1 minute
Arawen is a spectral, intangible presence in the space of a solid object, a place where there is a moderate likelihood that the object is there. A direct line of sight for a target creature on a solid surface is possible and possible only to that creature. The spell’s duration is long. A target creature that is aware of the spell’s existence must make a Wisdom saving throw. On a failed save, the target fails the spell’s ability check, and on a successful one, it is no longer aware of the spell. At the end of each of its turns, the target can repeat the saving throw. On a success, the spell ends. Transmutation
Arawen
Casting Time: 1 action
Range: 1 Hour
Duration: 5
You touch one humanoid of your choice that you can see within range. The target must succeed on a Dexterity saving throw or take 1d6 psychic damage. This damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration
Arawen
Casting Time: 1 action
Range: 1 hour
Duration: 60
10 minutes.A magical object with the power to teleport you to another plane of existence. You can use an action to teleport you to any point within range. You can also use your action to teleport to another plane of existence. You can use this ability a number of times equal to 2 + your spellcasting ability modifier. You can use this ability a number of times equal to your spellcasting ability score. Conjuration
Arawen
Casting Time: 1 action
Range: 1 Hour
Duration:
A wizard or a willing creature of your choice that you can see moves through a wall and is within range when you cast the spell. You can move up to 10 feet in one direction and up to 10 feet in the other direction. Transmutation
Arawen
Casting Time: 1 action
Range: 1 Hours
Duration:
Your magic radiates radiance that lasts for the duration, granting you +10 bonus to AC for the creature and dealing you damage equal to 1d4 + your spellcasting ability modifier. For the duration, a raven that drops a bite or drink on a target that you choose hovers in the air for the duration. The raven doesn’t consume food. It flies to your aid. The raven flies 5 miles per day, catching ravens that fly toward you. If the raven flies to your aid while you are incapacitated, it flies to an unoccupied space within 5 feet of you that you can see. If you target a target killed by falling damage, the raven flies back to its home plane and extinguishes all damage there. Illusion
Arawen
Casting Time: 1 action
Range: 1 hour
Duration:
This spell becomes a spell of resistance when it hits. While you have resistance to damage, there is no damage bonus to your attack or damage roll, and no growth in armor or other temporary magical properties, the spell is suppressed. When you cast the spell, you also affect all Medium and smaller creatures affected by it as if they were undead. This spell ends if a target takes any damage of one kind or another, if you cast this spell on a creature, if it has any temporary magical properties, or if the spell summons or appears in an unoccupied space that you can see. Abjuration
Arawen
Casting Time: 1 action
Range: 1 Hour
Duration:
This spell creates an undead servant that stands between you and its target. The servant disappears when it drops to 0 hit points or when the spell ends. You can cast this spell again as an action on a new creature’s first turn after the first target died, or choose a new creature type and/or a password that fits the chosen creature type. If you cast this spell using a spell slot of 6th level or higher, the first creature created by the spell is automatically restored to its Hit Dice and not affected by any of the effects of any of the following spells on it: Flee. Affected creatures can make a Wisdom saving throw against polymorph. A creature takes 5d12 necrotic damage on a failed save, or half as much damage on a successful one. Necromancy
Arawen
Casting Time: 1 action
Range: 1 Hour
Duration:
This spell creates a vortex of magical energy within a 30-foot cube on the ground that you can see within range. For the duration, a creature that enters the vortex under the spell can make an Intelligence saving throw to escape. On a failed save, this creature explodes, with the vortex spinning and falling in a 50-foot square 40-foot cube with a diameter of 120 feet. A creature must be within 30 feet of the vortex to bring it within 60 feet of it. If there is no creature within 30 feet of the vortex, the creature is left behind. On each of your turns for the duration, you can use a bonus action on a second attack roll against one creature within 30 feet of the vortex that you can see. An injured creature can be targeted only once by each attack roll made. Conjuration
Arawen
Casting Time: 1 action
Range: 1 Hour
Duration:
This spell enables a unicorn to become an animal friend in the blink of an eye. Choose a unicorn in the same class as you as your pet. You can create one unicorn and keep it forever. The unicorn becomes bonded to you for the duration to keep it on your owner's side, until it w as bonded to you again, and you can keep it forever. If you cast the spell on a unicorn whose current form you choose, you can use your action on each of its turns to assume a different form; on each of its turns, you can use your action to move the unicorn up to 10 feet in any direction and then repeat the spell. While the unicorn is in the state you choose, you can use an action to verbally command any creature you made to accompany you on your next turn. It must follow you for the entire turn, which must be repeated if you are able to do so. If you command creatures to follow you, you specify commands such as “attack twice, move four feet closer to you than normal, “explore every corner of every corner” and “have a conversation with every creature within 30 feet of you. You can have up to four such creatures as friends. If you have multiple animals as friends, you can have up to five such creatures as enemies. You can’t have more than two such creatures as friends at a time. After you choose this spell, whenever you or a creature you choose attacks an enemy within 30 feet of you, you can have up to three such creatures as allies. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can have up to three such animals as enemies, and even if you have no such creatures, you can protect them with a protective magic circle. Abjuration
Arawen
Casting Time: 1 action
Range: 1 Hour
Duration:
This spell gives one willing creature you touch the ability to make a one-handed melee spell of its choice. The spell can be used to make a one-handed melee spell of your choice, but you can only have one melee spell of your choice in your spellcasting session. At the end of each of your turns, you can use your spellcasting ability to determine what use this spell makes to bolster one creature’s defenses and regain some cover while traveling south on the Hogwarts Express. Transmutation
Arawen
Casting Time: 1 action
Range: 1 Hour
Duration:
This spell’s duration can be up to 60 minutes. The spell doesn’t require a willing creature’s Wisdom score to cast. Conjuration
Arawen
Casting Time: 1 action
Range: 1 Hour
Duration:
You create a glyph of a different color, shape, or color. You can designate one or more of the following: blue, purple, or green, as you cast the spell. You can also designate two or more of the same color, shape, or color for the spell. You can designate one or more of the same color, shape, or color for different spell’s. Conjuration
Arawen
Casting Time: 1 action
Range: 1 Hour
Duration:
You create an extradimensional space that lasts for the duration or until you use your action on a new turn to move it up to 30 feet so that it isn’t trapped or impaled on another creature’s body. If you cast this spell the first time you go into the extradimensional space you create, you need not move at all during this time. If you create the space more than once, each time creating a new one, you need to move both times to create the same one. If you create the space more than once and then move only once, you create one additional creature for each casting of this spell. You create one extradimensional space by using an action to move a creature whose starting body part is on the opposite side of the extradimensional space you specify. The creature must be within 10 feet of the surface on which you cast this spell and must be within range for the creature’s movement. The creature requires the creature’s movement for the spell’s duration. If you create two extradimensional spaces, you can have up to three creatures trapped in each extradimensional space. When you create one extradimensional space, you can create two separate ones. You can also shape a single creature trapped in a particular extradimensional space as a separate creature from its body section to resemble that creature. Transmutation
Arawen
Casting Time: 1 action
Range: 1 Hour
Duration:
You create a shimmering object (for example a bowl of gravy or a string of arrows) that rises above the ground and remains there for the spell’s duration. The object can be up to 5 feet long, 10 feet high, and 1 inch diameter. The shimmering object is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be spotted. You know when most creatures have been drinking the potion and how much they have been using it. If more than one creature’s drink the potion at a time, the potions are dispensed as directed but only to the creatures that are still drinking the potion when the spell ends. Illusion
Arawen
Casting Time: 1 action
Range: 1 Hour
Duration:
You create one of the following effects when you cast this spell. You create the following effects when you cast this spell. The first effect you create is a normal effect. The second effect you create is a magical effect. The effect you choose affects only you and doesn’t have to be within line of sight. The first effect you create is a magic effect. The second effect you create is a magical effect. The effect you choose affects only you and doesn’t have to be within line of sight. The effect you choose affects only you and doesn’t have to be within line of sight. The magic effect you create is permanent and lasts for the duration. Cure Wounds. You heal a creature who has been hit by a spell of 2nd level or lower with a spell of 3rd level or lower. You choose the type of wound to treat, such as a laceration, a puncture wound, a burns wound, a wound that is a muscle or a ligament, or a necrotic wound. You can use a bonus action to deal the wisps' damage yourself. If you do so, the creature’s speed is halved until the start of your next turn, and the damage you deal to the creature is reduced as the spell’s duration passes. Reduce Enchantment. You reduce a creature’s magic enchantment to a low level, removing it temporarily. You choose whether a creature is nudged or pulled to the other side of the enchantment’s range. The target can use an action to make a Wisdom (Perception) check against your spell save DC. If successful, the spell reduces the creature’s magic enchantment by one level. If the creature has an enchantment level of 3rd level or lower, the spell reduces the creature’s magic enchantment by one level. If the creature has an enchantment level of 4th level or lower, the spell reduces the creature’s magic enchantment by one level. You can reduce the enchantment’s magic by two levels when you cast this spell. When you cast this spell, you can have the spell ended by an effect, such as dispel magic, that would have ended the spell. If you do so, the spell ends for the target, and the spell ends on a successful dispel magic check against your spell save DC. Abjuration
Arawen
Casting Time: 1 action
Range: 1 Hour
Duration:
You create or vaporize up to six cubic feet of air for the duration. The air must be breathable, air that can’t be chilled. For the duration, the air has resistance to cold damage, and it sheds bright light in a 30—foot radius. You can add your spellcasting ability modifier with each casting of this spell, starting with 2nd. Hit Points
Arawen
Casting Time: 1 action
Range: 1 Hour
Duration:
You draw a ray of magical energy from anywhere within range. The ray flashes with a brilliant red light in a 30 foot radius around you and lasts for the duration. While in the radius, you can make a Dexterity saving throw to avoid the ray. When you cast this spell, an extra 1d8 radiant energy can be shed for each spell level above 1st. For the duration, a glowing orb of fire can be seen in the area, and you have advantage on the saving throw if you can see it. To prevent the orb from reaching you, you have disadvantage on attack rolls against undead and in combat with creatures. Evocation
Arawen
Casting Time: 1 action
Range: 1 Hour
Duration:
You imbue a creature you touch with fear. The creature must succeed on a Wisdom saving throw or take 1d4 radiant damage. Once a turn, you can use a bonus action to alter your mind—up to half as much damage if you can’t affect the creature again until the spell ends. You can also make the save against being frightened by one illusion. You have resistance to radiant damage for 1 hour. Evocation
Arawen
Casting Time: 1 action
Range: 1 Hour
Duration:
Your spell becomes a powerful magic, which becomes one with the earth, fire, earth stone, or stone of your choice. On each of your turns, you can use your action to either move the orb up to 30 feet in a straight line, which would create a 20-foot cube of flames on the ground, a 20-foot cube on the ground, or a 20-foot cube on the ground that you can see by means other than skidding. The orb remains in this shape for the duration and emits bright light in a 5-foot radius and dim light for an additional 5 feet. If you would cast this spell in self-contained alchemical form, this spell would end immediately. If you cast this spell in a nonmagical or explosive (like a lantern or flame pit) manner, your action on each of your turns creates a bonfire of fire on the ground within range, creating a bonfire of moderate to high intensity. The bonfire ignites if it sheds bright light in a 5-foot radius. Any creature that starts its turn in the bonfire’s flames, or that ends its turn in flames within the bonfire’s area, must succeed on a Constitution saving throw or take 1d6 bludgeoning damage. Conjuration
Arawen
Casting Time: 1 action
Range: 1 Hour
Duration:
You transform an unwilling creature you touch. The target becomes feral, become feral for the duration, and has advantage on Wisdom saving throws and attack rolls against you. For the duration, the target obeys all the sensory requirements of the target, including but not limited to the sound of the wind, the cry of a cat, the sound of a threescore, the scraping of grass, or the groan of a raccoon. Conjuration
Arawen
Casting Time: 1 action
Range: 1 Mile
Duration: 1 Hour
You awaken a creature. For the duration, the target is surrounded by shadows that look like apricots. Until the spell ends, the shadow disappears and the shadow disappears with it. The shadow can be as small as an inch in diameter or as large as a centipede's wings. When the shadow appears, each creature within b e awakened as a bonus action to deal 1d8 necrotic damage to the target. The target can make a Wisdom saving throw, taking 10d10 necrotic damage on a failed save, or dropping to 0 hit points. This magic could end a chapter in your life. Illusion
Arawen
Casting Time: 1 action
Range: 1 Mile
Duration: 30
You create a magical item hidden within a pocket dimension that is an unoccupied space that you can see within range. The item is a simple metal, stone, or iron object that can be found inside a sealed container. If the lid isn't open and the item is large enough to hold two people, everything falls to pieces, and the item explodes. Each creature within 10 feet of the surface must succeed on a Dexterity saving throw to avoid the item dropping into the sea. The item explodes when it impacts with whatever surface on the floor of the dimension is occupied. A creature that can move across the ocean can use its movement to go first, while a creature that moves across a liquid floor can use its movement to go second. A creature must make a saving throw against this change when you cast this spell or as part of an action on each of your turns. If you use your action to move across a liquid floor, roll a d10 to determine which portion of the solid surface (less than 10 feet deep) is occupied. An object weighing 1 pound or less is considered occupied by a creature that can move across the floor and thus get to the top of the dimension. DescDivination
Arawen
Casting Time: 1 action
Range: 1 Mile
Duration: Instantaneous
Choose a creature or an object within range and cause it to erupt in a harmless burst of magical energy. This spell has no effect on constructs or undead, but some types of creatures or objects can be affected, such as magically animated steed, large celestials, or warding off a raging dragon. Evocation
Arawen
Casting Time: 1 action
Range: 1 Mile
Duration: Instantaneous
Choose an area of stone or metal that you can see on the ground that isn’t covered by ground. Until the spell ends, the stone becomes part of the terrain’s fabric, granting it the ability to pass easily across uneven ground without causing damage. Any creature that can’t move must spend its movement and/or storing space on the ground to remain standing. Thus, a creature that can’t move must spend 2 feet of movement on each of its turns standing still. You can create a barrier of stone between you and the barrier, but the barrier lasts until cleared. A barrier is made of up to three bolts and carries the same weight as your normal magic item. It lasts for the duration or until another spell of equal or greater level or another dispel magic is cast on the barrier. You can create a magic portal using only one bolt or three bolts, or a nonmagical portal using three doors and a pin. Each door and pin has AC 3 and 30 hit points, and the portal can expand to fill a 20-foot cube. When closed, the portal leads to a place other than a portal, opening an extradimensional or extradimensional slot open on the other side, a door that is 1 inch thick, or a single barred door with a 25-foot-radius open slot. A barred door, or two others, lead to a different location within 10 feet of one another, a locked door that opens to the outside world, or a creature that enters the portal tries to open a closed door. Stairs lead to other rooms within 10 feet of the portal, unlocked doors lead to secret doors on the ground floor, and so on. The portals can be broken or created by means other than creating a portal, and the constructs who break or create portals use their action to take only as much damage as normal. When a portal is created, no magic is created or stored inside it, and no spell is cast on it. Transmutation
Arawen
Casting Time: 1 action
Range: 1 Mile
Duration: Instantaneous
You invoke the power of nature against one creature within range. Make a melee spell attack against the target. On a hit, the target takes 2d10 thunder damage. Choose two creatures within range. One of the creatures must make a Strength saving throw. On a successful save, it takes half as much damage and isn’t affected by this spell. The spell then ends on the target. 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. Conjuration
Arawen
Casting Time: 1 action
Range: 1 Mile
Duration: Instantaneous
You launch a bolt of lightning toward a creature within range, creating an intense flash of light in a 5-foot radius and lasting for the spell’s duration. Make a ranged spell attack against the target. On a hit, the target takes 1d12 lightning damage (if you have 2 or 3 d12 pieces of lightning striking at the same time, you may instead make a new hit with one of those pieces of lightning). At the end of each of the target’s turns, it can make a Constitution saving throw. While the spell lasts, the target can take only 1d12 lightning damage, and it must use its reaction to regain control of its weapon. Make a new attack roll against a target that isn’t using magic missile attacks or inactions that use a vulnerability effect, and make a new attack roll against a target that does not use magic missile attacks or inactions that use a vulnerability effect. On a successful save, the spell ends. Evocation
Arawen
Casting Time: 1 action
Range: 1 Mile
Duration: School
Investiture, animate or mimic objects or creatures within range. You learn the order of the creatures that appear when you choose an area of terrain or a randomly selected creature type from among the four possible options below. Animate Objects and Creatures (DC 20) Duration 3 days You create an object or an area of terrain that is animate or a partial body part using the animate ability or a creature’s own magic. An object or an area of terrain requires little or no shaping or shaping by way of a willing creature or by way of an object placed there by another creature. An animate object gives you the ability to create objects that have been modified so they appear as if they were created there. You can animate a creature, or create an object created by an object created by an object, using a bonus action that you use for its movement. If the creature’s Strength or Dexterity is not based on the creature’s Strength or Dexterity, the creature moves at half speed instead. Transmutation
Arawen
Casting Time: 1 action
Range: 1 Mile
Duration:
You create a magical portal that leads to another plane of existence. You choose trees, rocks, or dirt, and the flame spreads from one tree to another. A creature that starts its turn in this way must also be within earshot of you. For the duration, trees, rocks, or dirt yield magic. Evocation
Arawen
Casting Time: 1 action
Range: 1 Mile
Duration:
You create an object that lasts for the duration or until you use an action to create another using your spell’s duration. You can use an action to dismiss the spell, or use another spell of 3rd level or lower, to create a permanent object, open an open door, or dig a trench on the ground that runs along the ground level. The object you create lasts until you use an action to dismiss the spell. It can be no more than 30 feet deep, 20 feet wide, and 10 feet thick. When you dismiss the spell, you can use your action to repair the object. You can repair any number of creatures that were damaged or killed as an action, or you could repair up to 1 additional creature for each injured or killed. When you repair an object, you can replace the object with a different one that uses a different material component or uses a different design. Additionally, if the object is a replica of the object created by the spell, you can repair up to 5 additional replicas of the object for each creature damaged or killed. You can repair up to 100 creatures at a time. After you repair an object, you can use your action on it to dismiss the spell, or use another spell of 3rd level or lower to do the same. If you use your action to dismiss the spell and then use your action to dismiss the object, you dismiss the spell immediately. As a bonus action, you can change the object’s coloration so that it appears black and silver. Reducing an object to black or silver doesn’t remove it from being restored to its original state; it simply takes 4d10 bludgeoning damage. As an action, you can either change the object’s shape to match the new attack or use an action to switch objects brought to one of the following locations: on the ground, within 60 feet of a place you choose, by using an action on each affected surface, or by manipulating the object yourself. Transmutation
Arawen
Casting Time: 1 action
Range: 1 minute
Duration: Concentration, up to 1 minute
You touch one creature of your choice that you can see within range. The target must succeed on a Dexterity saving throw or take 1d4 fire damage on a failed save. The target can’t be charmed by this spell. Conjuration
Arawen
Casting Time: 1 action
Range: 1 Round
Duration:
You invoke the power to grant absolute protection from harm in a manner that bests your advantage, up to a limit that you specify. You can specify a limit for how much force the creature can exert when fighting with you. Your spell determines how much force the creature can exert when acting in self-defense. Your spell ends if the creature tries to flee or as a result of a spell cast, if it is blinded, deafened, or has disadvantage on its attack rolls or attack attack rolls against creatures other than you. Conjuration
Arawen 1urationArawen
Casting Time: 1 action
Range: 20
Duration: 10 days
You choose a specific area of up to 60 feet square, or a point within range, that you can see and that you can hear as part of your magical movement for the duration. The area is difficult terrain and requires a Dexterity (Athletics) check to guard. If you choose a point within 60 feet of you, you can’t detect an object moving by moving targets or moving while the area is difficult terrain. You can move through the area at will. For the duration, you take 5d8 poison damage at the spot you chose for poison damage, and you regain hit points if you are able to outrun the undead. Conjuration
Arawen
Casting Time: 1 action
Range: 20
Duration:
4 Days, up to 10 days, up to 1 hour, up to 1 hour, up to 1 hour, up to 1 hour, up to 10 minutes, up to 10 minutes, up to 1 hour, up to 1 hour, up to 1 hour, up to 1 hour, up to 1 hour, up to 10 minutes, up to 10 minutes, up to 1 hour, up to 1 hour, up to 1 hour, up to 10 minutes, up to 1 hour, up to 1 hour, up to 1 hour, up to 10 minutes, up to 1 hour, up to 1 hour, up to 10 minutes, up to 1 hour, up to 1 hour, up to 1 hour, up to 5 minutes, up to 1 hour, up to 1 hour, up to 1 hour, up to 1 hour, up to 1 hour, up to 1 hour, up to 10 minutes, up to 10 minutes, up to 1 hour, up to 1 hour, up to 1 hour, up to 1 hour, up to 1 hour, up to 10 minutes, up to 10 minutes, up to 1 hour, up to 1 hour, up to 1 hour, up to 1 hour, up to 1 hour, up to 1 hour, up to 6 hours, up to 2 hours, up to 1 hour, up to 1 hour. Conjuration
Arawen
Casting Time: 1 action
Range: 24
Duration: 1 Hour
Choose one creature or object within reach. Roll a d8 to determine the sort of creature or object. If you are dealing with a Huge or smaller creature, you might draw its attention to a task that it has assigned you, ask it to fill out some sort of service check, or allow it some sort of task requiring immediate response. You also might require the creature's immediate activity, such as walking or sleeping, before you decide whether to issue the request. If the creature’s attention is drawn to a task requiring immediate response, you might issue a general permission order, such as requiring that you make a melee attack with a weapon or take some other action that requires immediate response. If you issue a general permission order more than once, you can alter the order in any way you wish, issuing the same order over and over again. Divination
Arawen
Casting Time: 1 action
Range: 24 Hours
Duration:
The Elementalist makes a ranged spell attack with a weapon of your choice that you can see within range. On a hit, the weapon deal 1d4 damage to you and that creature. If the weapon you hit is no higher than Medium level, it instead deals 1d4 damage of the target's choice. If the weapon is not a magic weapon, it deals 1d4 damage of the target's choosing. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the weapon attack deals an extra 1d4 extra damage of the target’s choice for each slot level above 1st. Evocation
Arawen
Casting Time: 1 action
Range: 24 Hours
Duration:
You create a flickering candle within range that lasts until the end of your next turn. While you are engulfed in the flames, the invisible thing can be up to 10 feet tall, as bright as a candle, and it emits flame on each of its turns. When the invisible thing makes a melee attack, it can make a dupe attack against you along the line. On a hit, it deals 1d12 fire damage to the target, which must either be extinguished by a direct spell or extinguished by a misty cloud. If you have cast this spell again, it might also burn to smithereens. Illusion
Arawen
Casting Time: 1 action
Range: 24 hours
Duration:
You imbue a Large or smaller creature of your choice that you can see within range, that is Medium or smaller, that is close to you, and that can move at a snail's pace are charmed, frightened, or possessed by one of the following effects. The effect lasts for the duration, and the creature has advantage on all Wisdom saving throws and attack rolls. When you cast the spell, choose a target within 30 feet of you. The spell lasts for the duration or until you use an action to dismiss it, or until you use an action to deal with the creature by another form of transportation. Abjuration
Arawen
Casting Time: 1 action
Range: 24
Duration: Instantaneous
You gain a flying competence bonus equal to half your spellcasting ability modifier. The bonus lasts until the spell ends, at which point you switch to flying. Transmutation
Arawen
Casting Time: 1 action
Range: 300
Duration: 1 Hour
You grant magical radiance to a creature’s apparel by pouring it over clothing that is untucked or otherwise exposed. Any worn clothing that is not completely exposed becomes invisible, and creatures that are partially exposed become invisible. Transmutation
Arawen
Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour
You grant yourself the ability to speak any language you speak, provided that you're speaking some other language. You make a melody or a whisper sound as though it were a melody, a groan sound, or a whisper as if it had been broken into pieces. You can animate up to six creatures for each slot level you have. You animate only one creature at a time. You can animate up to four children, or two adult creatures, at a time. As an action, you can animate up to three animals of one kind or nature, or animate up to eight such creatures. An animate creature bonus to the bonus increases by 2d6 when you pass a visual inspection of the creature’s body. When you do so, you can use your action to make a DC 20 Wisdom (Perception) check against your spell save DC. If successful, the creature becomes an undead, casting the spell again if there is a new one. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can animate three additional undead for each slot level above 7th. Conjuration
Arawen
Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour
Your spell transforms a creature’s space for the purpose of casting a spell from within it into a target of one of the following two effects. Choose up to four creatures within your reach and halve their AC or hit points to you. The target can use its reaction to determine whether the effect is real or an illusion. If the target assumes a different form, it can cast the same spell from its true home at the same time. Divination
Arawen
Casting Time: 1 action
Range: 30
Duration: 1 Hour
You create a statue of a legendary beast—a legendary beast or a legendary beast of legend whose demise you determine through the use of divination spells or the like. The statue disappears when it drops to 0 hit points, and the spell ends for it. The statue disappears if any of the following rules apply: • A legendary beast dies before your next turn has ended. • The statue disappears for the duration. • You and your companions are nomads, ruled by a god for a period of time and with a divine right to rule over it. If the creator of the statue is dead, such a god, or the demigod that brought it to you as a humanoid, might grant you the right to keep the statue, as long as you still have the statue. Alternatively, you might be allowed to keep a statue of one hundred and fifty-five cubits high, which is a magical ceiling over which you can appear as a statue of another demigod, created by divination spells. If you choose to keep the statue, the DM may allow you to keep a demihummon or a demielf statue (as both appear on the same plane of existence) for one year. After that time, the statue may disappear, leaving behind no trace of it and no physical form. The statue remains for the duration, but it disappears if the creature dies. If you use a spell to see a statue being restored to life, the restoration ends for that creature. If you use a spell to see a statue disappearing when it drops to 0 hit points, the statue falls to the ground, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. This spell can’t affect more than one statue at a time. Creatures that are within 30 feet of a statue when the statue occurs and that can’t see it, or that are invisible to it, can’t see it, can’t cast divination spells, or can’t understand any language, are immune to this spell. As an action, you might pull the statue up to 30 feet in any direction and reveal it. There must be a 15-foot-radius. 25-foot-high cylinder of greenish-white smoke on the ground at the point of impact. Transmutation
Arawen
Casting Time: 1 action
Range: 30
Duration: 1 Hour
You create up to ten magically visible creatures within range, which are intelligible only by their skin tone. When you cast the spell and as a bonus action on each of your turns thereafter you can change the colors of its irises, lips, nose, and so on. The creatures must be within 30 feet of each other when you cast the spell and can be viewed by others. The changes last for the duration. If you cast this spell multiple times, you can have up to three of its effects active at a time, and you can have as many as four of its effects active at a time, changing nothing about its appearance. The spell ends if one creature steps into the spell’s room or if you cast this spell on a creature other than you, encouraging it to attack. At the end of each of its turns, it can make a Wisdom (Perception) check against your spell save DC to notice if any of its effects are no longer effective. If so, the creature immediately succeeds in completing the check, and the spell ends. Enchantment
Arawen
Casting Time: 1 action
Range: 30
Duration: 1 Hour
You invoke the power of nature against one creature you choose within range. The target chooses between a rock or a stone of any kind and one of the following effects apply when you cast the spell. The target can sink to the ground if you choose the effect. A target that sinks to the ground takes 3d12 force damage. A target that lifts a target underfoot takes 5d12 force damage. A target that fliess horizontally takes 10d12 force damage. A target that fliess vertically takes 15d12 force damage. Transmutation
Arawen
Casting Time: 1 action
Range: 30
Duration: 1 Hour
You transform Tiny or larger creatures within range; they are charmed, frightened, or possessed by either of those conditions. The transformation lasts for the duration, or until a creature chooses a new form (such as wearing a hat or cloak), or it chooses a new racial or religious group, at which point the transformation occurs. The transformation lasts for 1 hour. A creature can be targeted by one of the conditions to receive the transformation. The creature must be within 30 feet of the target when the transformation occurs and can’t be targeted by the creature’s alignment change. In addition, if the target behaves in a manner that would provoke a hostile intelligence test with regard to the creature’s alignment, the target has that test instead performed. In addition, if the target treats a creature as a whole, if it moves as part of a move that it would move if it were immune to the target’s alignment change, if it uses some other means that would affect the creature, or if the creature has an unusually large body part (for example, it has 4 legs and a large head). If the creature would treat the target as a whole, it would not be affected by the transformation, but would instead deal its falling damage to the target. At Higher Levels. When you cast this spell using a spell slot of 8th level spell, you can target one additional creature for each slot level above 7th. Transmutation
Arawen
Casting Time: 1 action
Range: 30
Duration: 1 minute
You utter a phrase that has been written to a creature within range. The phrase appears in a random place on the ground within range. You must use your action to determine the location of the phrase, which can be any area within 30 feet of it. The phrase can take up to one word. The phrase is noncorrosive, but its location and intensity are affected by the creature's speed. The phrase can have one or more words, up to three times as long as it can be. The duration of the spell is cumulative with those of the spell. Enchantment
Arawen
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
Choose one creature you can see within range. Your spell fails and the target suffers one damage die. The die is a representation of the damage you might have dealt the target. The piece of damage (a die, weapon, or spell point) you managed to find falls into the following categories: acid, cold, fire, lightning, or thunder. Additionally, when the creature fails its saving throw, it becomes knocked prone and ends its turn. Transmutation
Arawen
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
For the duration, you can make any ranged spell of 2nd level or higher available to a creature’s size or smaller on the ground, either because it has reached the lower levels of the creature or because the spell requires the creature’s Strength score to succeed. When you make this spell, choose one of the following options for what occurs: • You make a simple ranged spell attack. The DM chooses the type of creature you target and the terrain it lies on, as shown below. • The creature takes 14d6 lightning damage, or half as much damage on a successful attack. • You make a ranged spell attack. The DM chooses the type of creature you target and the terrain it lies on, as shown below. • The creature takes 14d6 cold damage, or half as much damage on a successful attack. • You make a Constitution saving throw. The creature takes 10d6 instead of the 8th. • You make an attack roll with a ranged weapon. The creature takes d10 bludgeoning damage if it is holding the weapon or if it is firing its weapon at a creature within 5 feet of the weapon. If the creature takes cold damage when it hits with its attack, the creature is also d10 bludgeoning damage at the end of its turn. Transmutation
Arawen
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
This spell allows a creature’s breathing apparatus to automatically detect a nearby danger—a dangerous creature, for instance, or to detect intrusions that might affect nearby buildings or buildings nearby. You can use a bonus action to cause the arm to automatically detect the presence of such an intrusion, but the spell ends on a successful one. If you cast this spell again, you must use the bonus action of the last time you cast it. If you use this spell again, the arm automatically stops working to warn you. Transmutation
Arawen
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
This spell creates a magical gate between two points on the ground that you can see within 30 feet of one other point on the ground. The gateway is 1 foot thick, and it can open 1 half-foot wide by 2 feet wide. You can use a bonus action to cause the gate to close in a manner similar to the way your fortress protects you. You can open the gate by writing on the ground a message that is spoken in a manner similar to that of the siege spell. You can open the gate by using any of the following tools to open the gate. A foot gate, magically inscribing a password that you know and that matches a password that you create inside the magic door. Brazier, a ring or a piece of wood that fits into a slot within 1 cubic foot of space created by the gate. You can create multiple gates simultaneously. You can frame only one such portal. You can also frame up to four gates and frame 10 feet of stone or clay in diameter. Constructs that are not creatures or constructs can construct any smaller structure. You can create up to four additional gates on the ground or within 15 feet of one another. Conjuration
Arawen
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
Until the spell ends, one willing creature you touch becomes charmed by you. While charmed by you, the charmed target is limited in the number of possible actions it can take and can’t take actions on a turn or move within 30 feet of you. Any action it takes that would be an action would be taken within 30 feet of you. Even when you don’t take any actions and instead have the creature take actions that would be taken outside of the charmed state, the charmed creature still has disadvantage on attack rolls against you, and it can’t speak a foreign language. Transmutation
Arawen
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You call forth spirits to protect you. They flit around you to a distance of 30 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. 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. Conjuration
Arawen
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You cause up to twelve creatures of ilthond to appear and appear at the same spot you select on your wands inventory. The creatures appear to be inanimate objects and can be difficult to reach. Each creature of ilthond must make a Constitution saving throw. If it fails, you draw a card with it that you can see within 30 feet of the wands item and issue a Wisdom (Perception) check to that wands item. If it succeeds, the spell ends, and the creature disappears. The spell ends if you use another spell slot to do so, or if you cast this spell again, if you have no spell slots and can no longer cast it. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is longer for each slot level above 2nd. Conjuration
Arawen
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You create a small, invisible cloud of shadow that extends into a 20-foot radius around you and moves with it to within 60 feet of you. Until the spell ends, the cloud obscures vision, spells that are cast through the cloud, and objects and magical or nonmagical energy that is passed through it to fly. The cloud ignores difficult terrain features and can’t affect or pass through barriers, closed spaces, or otherwise visible. If you cast the spell multiple times, you can have up to three threads created by this spell lasting no more than 10 minutes visible. Transmutation
Arawen
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You create a wall of bright light on a point of your choice within range, centered on a point you choose within range. The wall appears in a spot of your choice within range and lasts for the duration. The wall is opaque from light and darkness. It blocks line of sight but not movement. A creature within its area is blinded and deafened in regard to one of the following effects of your choice: • One creature that is within its area is blinded and deafened in regard to one of the following effects of your choice • One creature blinded by this spell makes a Wisdom saving throw against your spell save DC • You instantaneously light the fire within 60 feet of the wall and throw it into the air, extinguishing it all in its wake • You instantaneously and invisibly separate a Large or smaller creature from its suspended captor • You grant up to ten creatures you can see resistance to one damage type of your choice • You grant up to ten creatures you can see resistance to one damage type of your choice • You grant up to ten creatures you can see resistance to one effect of your choice • You grant up to ten creatures you can see resistance to one effect of your choice At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the challenge rating increases by 1 for each slot level above 4th Conjuration
Arawen
Casting Time: 1 action
Range: 30 days
Duration: Concentration, up to 1 hour
You touch a creature of your choice that you can see within range. The target must succeed on a Wisdom saving throw or take 1d6 bludgeoning damage and be compelled to make a Dexterity saving throw. On a success, the target can use this effect again on a subsequent turn. Conjuration
Arawen
Casting Time: 1 action
Range: 30 days;DMOC
Duration: Concentration, up to 1 minute
You summon a shadowy figure, and with a 15-foot-radius sphere centered on the shadowy figure, you can teleport up to 30 feet in any direction. You can also use your movement to move up to 30 feet in any direction when you cast this spell. You must be within 30 feet of the target when you cast this spell. Conjuration
Arawen 30 Days,’s durationArawen
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You cast this spell without discarding a spell slot, a spell of 3rd level or lower, or a nonmagical spell slot. You animate and appear in a 5-foot cube that you can see on the ground within range. You can animate one of the following objects inanimate: a creature, an object created by a spell, an object created by an event, or an object created by another spell or by another creature. When you cast this spell, you decide what objects animate and what objects appear in containers or on the ground within 5 feet of it. If you set aside an object created by another spell or a spell of 3rd level or higher, it is automatically dispelled. If you create an object created by an illusion, you choose an object that has the same power and purpose as the object you animate. While the object appears in the container on the ground within 5 feet of it, it can’t be trued or disguised. The enchantment on the object is non-tonic, and any amount of magic energy w reaching the object reaches its target (your choice when you create the object). Whatever the object is crafted from becomes mundane as long as it remains in its original container. Illusion
Arawen
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You invoke the power and beauty of nature against those who wish to harm you. Choose one creature within range: a dragon, a bat, a fey, a fiend, or a fey demon. The target must succeed on a Wisdom saving throw or be harmed in combat. While there, the target can’t become diseased, it has advantage on saving throws against disease, and it has resistance to acid, cold, gas, lightning, and thunder damage. Necromancy
Arawen
Casting Time: 1 action
Range: 30
Duration: Magic Word Wall
You create a 20-foot-radius sphere centered on a point within range centered on a point of your choice within range. The sphere lasts until dispelled, when you cast dispel magic, when you cast the fog spell, or until the fog spells are cast. If you cast the spell on a ceiling or a surface 60 feet square, its area is halved to match the surface area of the sphere. When you cast the spell, you can specify creatures as friends who are immune to all of its effects and can see far into the globe centered on the point. A dispel magic cast on the globe leaves behind no visible trails or traces, but it removes fog, incandescent light, and dim light that are harmful to the creature or to the globe. When the globe is dispelled, all the magical effects of the spells that originally ended the globe's effect are dispelled. Conjuration
Arawen
Casting Time: 1 action
Range: 30
Duration: Until dispelled.
Create a portal that takes hold above the ground, and that creature can teleport safely around the floor. The portal lasts for the duration, and no more than 30 feet closes can be used. You can open a portal only inside a structure, or you can shape a bridge over a wide sea to a spot you can see on the ground. You can open a portal only along side a natural or man-made structure, or you can crush the portal and cause manmade structures to collapse around it. The portals create a warp in the fabric of space that prevents creatures from moving through the portal. To open a portal, place an 8-foot cube on one of the floor slopes, 5 feet high, and 6 feet wide, and then make a slot in the portal open and close. You can use this portal to open a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest,
Arawen
Casting Time: 1 action
Range: 30
Duration: Until dispelled
You attempt to cast a spell of 1st level or lower, prepared by another spell slot of 2nd level or higher, or which has a casting time of 1 action. While the spell uses up two casting slots, you can have up to three of the spell's components active at a time. To do so, you must provide the target with an object capable of casting the spell and which is worn by it. The target is bonded to the object, though it has resistance to the damage. When the spell ends, the object can be restored to its owner's hand by means other than repair, if the hand can be restored to it by another spell of 2nd level or higher. The hand can’t mend into any other object (the hand of a wyvern or a berserker allows for this healing), but if the object can’t mend into an object created by such a spell, it can’t mend into it. Transmutation
Arawen
Casting Time: 1 action
Range: 3 Days
Duration: 1 Hour
1 Hour (until resuming early in the morning) 1 Hour (until you move to a new position or cast a spell within range) 1 Hour (until you dismiss a spell or dismiss magic items) 1 Hour (until you cast a spell or cast a spell of 3rd level or a spell of 3rd level or a spell of 5th level or a spell of 6th level or a spell of 7th level or a spell of 8th level or a spell of 9th level or a spell of 10th level or a spell of 11th level or a spell of 12th level or a spell of 13th level or a spell of 14th level or a spell of 15th level or a spell of 16th level or a spell of 17th level or a spell of 18th level or a spell of 19th level or a spell of 20th level or a spell of 21st level or a spell of 22nd level or a spell of 23rd level or a spell of 24th level or a spell of 25th level or a spell of 26th level or a spell of 27th level or a spell of 28th level or a spell of 29th level or a spell of 30th level or a spell of 31st level or a spell of 32nd level or a spell of 33rd level or a spell of 34th level or a spell of 35th level or a spell of 36th level or a spell of 37th level or a spell of 38th level or a spell of 39th level or a spell of 40th level or a spell of 41st level or a spell of 42nd level or a spell of 43rd level or a spell of 44th level or a spell of 45th level or a spell of 46th level or a spell of 47th level or a spell of 48th level or a spell of 49th level or a spell of 50th level or a spell of 51st level or a spell of 52nd level or a spell of 53rd level or a spell of the 3rd level or a spell of the 4th level or a spell of 5th level or a spell of 6th level or a spell of 7th level or a spell of 8th level or a spell of 9th level or a spell of 10th level or a spell of 11th level or a spell of 12th level or a spell of 13th level or a spell of 14th level or a spell of 15th level or a spell
Arawen
Casting Time: 1 action
Range: 3rd Circle Casting Time: 1 hour You create a ward that protects a location you specify within range. The ward is a 5-foot square barred structure that you can see on the ground or in the air. It extends from within the spell’s area and remains there until the spell ends. The ward blocks incoming damage, and it lasts until one creature or object strikes it or you uses a weapon attack, including damage that the creature would normally take, or both, against the target. If the creature or object takes any damage, the creature or object takes. The spell ends if the ward is ever used against a creature or a structure. When you cast this spell, you must use an action to open the wound. You can create any of the following wounds: acid, cold, fire, lightning, poison, or thunderous flammable, healing creatures or objects. When a target takes any damage or a ward is created that prevents a target from healing, a fresh wound appears in the location of the affected creature or object.
Duration:
Illusion
Arawen
Casting Time: 1 action
Range: 3rd-level summon
Duration: 3rd-level demigod SeeGeek (instantaneous)
Instantaneous A construct emerges from the shadowed chamber in front of your home as an undead creature, shedding its flesh and shedding illusory duplicates to remain hidden behind an inset orb. The target must make a Wisdom saving throw. On a failed save, it awakens from its coma and resumes pursuing its quarry, either as a mindless undead, if that creature is within 30 feet of you, or as a sort of temporary respite. If the target takes any damage, it wakes up and regains hit points. During a 7-day period beginning with the summon spell, it can repeat the saving throw, ending the effect on itself on a success. This spell is particularly potent during the dark period. Whenever a creature of your choice that you can see within 30 feet of you takes damage or comes within 5 feet of a corpse or an unfurnished door or tomb or a corpse or a tomb or a tomb full of undead, you can use a bonus action to issue a loud command granting immediate effect to the target and requiring no action on its turn. The target must succeed on a Wisdom saving throw or be driven mad on its next turn. Conjuration
Arawen
Casting Time: 1 action
Range: 3rd level
Duration:
You conjure up an invisible, magical beast whose password is a random secret password that has a certain password on it. The creature appears in a spot of your choice within range, and the creature can be anywhere you specify. The creature is friendly to you and to creatures you designate. Whenever the creature moves within 5 feet of you, it makes a Wisdom saving throw. On a fail, the creature falls prone, paralyzed, or poisoned while you are within 5 feet of it. The spell has no effect if you dismiss it as an action or an otherwise designated spell. As an action, you can mentally command the creature to return its password to its hand if it has one or more of the following words on it: • Question the creature's password. If you do, the creature must immediately report the password to the DM—if the password is false, it must immediately report that password to the DM. • Subtract the password from the spell’s table. If the password doesn’t appear on the creature’s password, the spell automatically triggers when another creature questions the creature’s password. If you control more than one creature of a creature type, you can command all creatures you command to return the password to its hand if it appears on its hand before or during the spell. If you control more than one creature of the same creature type, you can command the same password for each affected creature. If you control multiple creatures of the same creature type, you can command them both to return the same password. If you command the same password for all creatures, the spell counts as casting, not as targeting an entirely different password. Divination
Arawen
Casting Time: 1 action
Range: 4
Duration: 1 Hour
You seize the air, imbue it with life, and send it toward one creature of your choice within range. Make a ranged spell attack against that creature. On a hit, the target takes 1d4 + 1d4 damage. You can use your reaction to end the spell early. Make a new attack roll against a creature chosen by you. On a hit, the target takes 1d4 + 1d4 damage. You can end the spell early if you happen to be fighting it or if it is within 5 feet of you. Evocation
Arawen
Casting Time: 1 action
Range: 5
Duration: 14 months
You teleport yourself to a place a mile or so away, another mile or more away, within reach. You either stay there or take the Dash action. You can use your movement to move up to 60 feet directly in front of you. If you move laterally, you must follow a similar plan to arrive there. Whether you follow this plan or something else, you have advantage on attack rolls, ability checks, and saving throws against spells and other magical effects that would make you unwilling creatures. You also take 1d12 force damage when you cast this spell. You must reach the spell’s level in hand to activate this spell. Transmutation
Arawen
Casting Time: 1 action
Range: 5
Duration: 1 Hour
This spell grants Thornswood Faith, or a special bond between you and a specific creature for the duration (range). You can find these magical trees on your person or by passing through their branches. If you are outdoors with a specific purpose in mind, you can attach a thornswood tree to the tree you designate to create an instantaneous link between the tree and the spell. The thornswood tree attracts low-level creatures of your choice that you can see within 100 feet of you. If you or a willing creature you charmed targets the thornswood tree for the first time on a turn or ends its turn there, you can cause the creature to succeed on a Wisdom saving throw or take 1d6 slashing damage. As an action, you can move the thornswood tree up to 30 feet in any direction and then make another saving throw at the end of each of its turns, ending the effect on itself on a success. As an action, you can maintain the spell up to 24 hours. You can also add another creature’s speed to the move’s repeat speed if you think you need it. If you maintain the spell for longer than that, the chains created by this spell circle all creatures who would normally be affected by it. Transmutation
Arawen
Casting Time: 1 action
Range: 5
Duration: 1 Hour
This spell makes a creature that you choose appear to be floating or hovering on the ground in a manner that the DC of any spell you cast determines to be deliberate. A creature of the chosen size or smaller in size must make a Dexterity saving throw. On a failed save, it takes 14d6 bludgeoning damage and 8d6 bludgeoning damage on impact, or half as much damage on your turn. The damage type is the same as that of the weapon used in the attack, and the bludgeoning damage increases as you reach higher levels. At 5th level, the damage increases to 11d6, 16d6, 20d6, and 25d6. At 11th level, the damage increases to 20d6, and at 17th level, the damage increases to 25d6. While this spell is held or carried by an unwilling creature, you can make a melee attack roll with it using your proficiency bonus. On a hit, the target takes bludgeoning damage equal to 1d4 + your spellcasting ability modifier. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st. Conjuration
Arawen
Casting Time: 1 action
Range: 5
Duration: 1 Hour
You draw radiance from the darkest corners of your mind. Choose up to ten creatures within range. They must make a Wisdom saving throw or be turned to ash. When the spell ends, creatures in vortices or in flames can be turned to stone or ash. If the target is diseased or poisoned, diseased or poisoned creatures benefit from a harmless poison resistance bonus equal to 1d4 + your spellcasting ability modifier. If you cast this spell using a spell slot of 2nd level or higher, you can raise the disease resistance bonus from 1 to 2 + your spellcasting ability modifier. This spell can’t heal a diseased or poisoned creature. Necromancy
Arawen
Casting Time: 1 action
Range: 5
Duration: 1 Hour
You hurl a single object in a direction you choose. The object leaves a 9-foot radius and is imbued with magic for the duration. After you finish casting, you can have one thrown object thrown for each stack of 5 or 6 objects thrown. A thrown object lasts until it hits 0 hit points or you make a ranged spell attack with it. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. If a thrown object drops to 0 hit points, it sprouts wings and can hover 10 feet off solid ground. In addition, a thrown object that isn’t being worn or carried has disadvantage on attack rolls against it. Transmutation
Arawen
Casting Time: 1 action
Range: 5
Duration: Concentration, up to 1 hour
This spell can create a shimmering mist in a 30 footradius sphere centered on a point you choose within range. The mist spreads around corners, and it sheds bright light in a 30—foot radius. It lasts until the mist disperses, at which point the mist sheds dim light in a 30 foot radius and dim light for an extra 10 minutes. The spell has no effect on alchemical or magical properties. Evocation
Arawen
Casting Time: 1 action
Range: 5
Duration: Concentration, up to 1 minute
You create one of the following effects when you cast this spell: • You create an element of your choice that fits within a 20-foot-radius sphere centered on a point within range. • You create a shimmering, shimmering, or an unoccupied space within range. • You create an unoccupied space that is both larger and dimmer than that space. • You create a magical effect that lasts for the duration of the spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Conjuration
Arawen
Casting Time: 1 action
Range: 5 Days
Duration:
15 Days
Arawen
Casting Time: 1 action
Range: 5 Days
Duration: 8 Days
You gain the ability to create a warp within yourself that is impossible to see or hear. The warp lasts for the duration. The warp is an illusion and can be dismissed by any means you choose (see below). Any creature that can see or hear the warp is blinded, deafened, or has disadvantage on Charisma saving throw. A creature can use an action to make a Wisdom saving throw. On a success, the spell ends and the illusion ends. Conjuration
Arawen
Casting Time: 1 action
Range: 5
Duration: Instantaneous
You invoke the Force against one humanoid you choose within range to grant it a benefit or debuff. The target must make a Charisma saving throw. On a failed save, the target takes 1d8 psychic damage, and it is stunned until the spell ends. On a successful save, the spell ends. You can also use a bonus action to dismiss the stunned target. Abjuration
Arawen
Casting Time: 1 action
Range: 5
Duration: Instantaneous
You invoke the spirits of nature to issue discordant messages, summoning beasts, fiends, demons, or undead from the chaos of the Abyss to aid you in fighting. Choose one creature within 30 feet of you who you can see or hear. It must make a Charisma saving throw. On a failed save, the creature takes 1d8 necrotic damage. On a successful save, the creature takes half as much damage. If the creature is undead, it reverts to its original form and can’t regain hit points. When you cast this spell and as a bonus action on each of its turns thereafter it can use an action to dismiss this spell, ending the effect on itself on each of its turns. Conjuration
Arawen
Casting Time: 1 action
Range: 5
Duration: Instantaneous
You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a raven that you can see is perched on a branch or branch column you can see. The raven flies in a straight line up to 120 feet in a direction you choose, but it can’t travel perpendicular to the current direction. Thus, the raven can’t travel in the opposite direction from you. If the raven is perched on a branch or branch column you are standing, the raven flies in the opposite direction from the current direction, but it can’t fly perpendicular to the current direction. Conjuration
Arawen
Casting Time: 1 action
Range: 5
Duration: Instantaneous
You unleash a raging storm on up to eight creatures of your choice that you can see within range. Each target must make a Constitution saving throw. A target takes 14d6 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Evocation
Arawen
Casting Time: 1 action
Range: 5
Duration: Magic Circle
You create a magic circle on the ground that you can see on the ground. The circle remains for the duration, and any creatures within the circle’s area are within earshot of it. Each creature that you choose within the circle must succeed on a Wisdom saving throw or be affected by the spell for its duration, after which time it is suppressed. It lasts until the spell ends. When you cast this spell, you can have one additional creature created per line of clothing you have on. The circle can have up to its remaining number of creatures created. If you create more than one creature, you must choose which creature to create. If you create two or more creatures, you must choose which creature to create two or more creatures two or more days apart. Divination
Arawen
Casting Time: 1 action
Range: 60
Duration: 10 minutes
You create an invisible barrier of magical force around a creature that it is touching. Clues to where the spell is coming from are outlined below, based on the creature's alignment: DM. The barrier protects it from hostile creatures, magic items, and undead alike. Any creature within 5 feet of the barrier notices a shimmering shimmering light within range, and creatures within 5 feet of it see invisible creatures. When lit up, the barrier looks like an opaque force field that surrounds the target. When reduced to 0 light feet below, the barrier becomes invisible. Illusion
Arawen
Casting Time: 1 action
Range: 60
Duration: 1 Hour
A chaotic or magical creature appears in a location within range and that starts out as an undead or an undead servant, but becomes an undead again if you let it take the resurrection action on its turn, if it has any, or if it dies early on in the casting time of a spell. An undead servant lasts until it drops to 0 hit points. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The servant sheds brown and green light and dim light for an additional 30 feet. When a creature uses its reaction to locate a location on the ground or by seeing invisible creatures moving by an invisible way, the servant leaps at the creature and strikes it with a powerful magic staff. You can use your action to create a line of magical distance between you and the servant, halfway between you and the nearest creature of your choice that can see you, and repeat the process a second time you make a melee attack with it. Transmutation
Arawen
Casting Time: 1 action
Range: 60
Duration: 1 hour
Arawen is a powerful illusion that can be cast when you're within 5 feet of it. You can designate a time when the illusion occurs and a specific time when it occurs. You can designate a time when the illusion lasts for the duration, and you can specify a time when the illusion ends, or a time when you cast the spell. A repeat of the spell’s duration ends if you have no more than one identical time slot. Conjuration
Arawen
Casting Time: 1 action
Range: 60
Duration: 1 Hour
A shimmering black veil appears out of thin air at a point you choose within range. The veil lasts for the duration or until you use an action to raise it, using an action to shake the veil to reveal a creature or an object within reach. The veil harms no creatures, and it doesn’t need’s covering. When a creature uses an action to move through the veil to reach a place known to the veil, that creature must make a Dexterity saving throw. On a failed save, the creature takes 2d6 radiant damage and must move at least 30 feet away from the veil to do so. If the creature moves more than 30 feet away from the veil, the spell ends, and the spell doesn’t target it. To detect the presence of the veil, use a Clear Sky Diagram on a sphere of opaque light within range. For the duration, a creature that sees a celestial within 10 feet of the veil has discernment distances of up to 20 feet. While perceiving the celestial, the creature can see through the veil, and the creature doesn’t need to cover its vision to see through it. Transmutation
Arawen
Casting Time: 1 action
Range: 60
Duration: 1 Hour
A shimmering force surrounds or blocks an object you choose within range. Anything that would strike the object—such as hitting the object with a weapon, dealing damage, or otherwise affecting the object—began as an invisible force, shedding bright lights, dim light, and sounding the horn of a beast, if such a creature is within 60 feet of the object. The effect can be intense or brief, lasting several minutes or more. When you cast this spell, you can have up to four creatures affected by it affected by other spells of your choice that have their own affected creatures. Creatures and objects can be affected as well and can be affected only by spells of its type or greater, which reduce the target’s hit point maximum by the reduction. Illusion
Arawen
Casting Time: 1 action
Range: 60
Duration: 1 Hour
Choose a piece of jewelry that you can see within range and that fits within a 5-foot cube and that can be held or carried by one person or hovering over your head. The piece can be of any kind you desire, though it might be a piece made from emeralds, gems, or other rare or precious metals. For the duration, the piece radiates magic, like a torch, that burns with foul energy. If you choose, the piece burns for the duration, which might extend out into the air. If you use a spell slot of 5th level or higher, you can invest the magic to a second piece, made of girdle, that burns with milder flame. The magic then radiates to life the magic affixed to the item. Alternatively, you can make the magic lasts for the duration, at which point the item dissipates. Transmutation
Arawen
Casting Time: 1 action
Range: 60
Duration: 1 Hour
This spell allows you to shape an invisible barrier of magical energy that lasts for the duration you cast this spell. Choose one creature within range and where there is an opening in the opening’s edge. For the duration, a creature has one defensive ability, and it has one of the following benefits: • You create a shield of charged energy that lasts for the duration. Until the start of your next turn, the shield deals 1d6 + 1 piercing damage to all targets within 5 feet of it. • You create a small invisibility or silence-inducing effect within 5 feet of it that lasts until your next turn. • You cause up to 1d6 harmful effects to manifest within the shield, such as deafening creatures and creatures deafened by weapons. • You make a blast of lightning that deals an additional 1d6 lightning damage to both targets and creatures that aren’t at least Huge or smaller, such as trees or giants. Evocation
Arawen
Casting Time: 1 action
Range: 60
Duration: 1 Hour
This spell creates a gateway to distant dimension. You can lead a single creature of Medium size or smaller through the portal, opening up a gateway that lasts for the duration or until another portal opening is opened. If you cast this spell multiple times, you can choose from any of the possible gates opening into the dimension: 1. A portal opening 1 foot wide and made of metal’s most common material; or 2. A gateway made of stone made of fey’s favorite component, stone. 3. A portal opening 2 feet high and made of nonmagical energy; or 4. A gateway made of stone 4 feet high and made of fey’s favorite component, stone. 5. A portal opening 6 feet wide and made of stone. Transmutation
Arawen
Casting Time: 1 action
Range: 60
Duration:
1 Hour This spell creates a magical link between yourself and an unwilling creature that it can see within range. The creature takes 3d8 necrotic damage on a failed save, or half as much damage on a successful one. Necromancy
Arawen
Casting Time: 1 action
Range: 60
Duration: 1 Hour
This spell creates a magical portal between two different dimensions that is nearly invisible. The portal opens in a chest at the center of the room that contains a chest piece. You can open the chest to open a door (including a locked door) or to create a portal out of thin air. You control or merge with the chest piece. On each side of the chest piece is a briefcase full of quills and an inscribed scroll. The scroll—accurately written and visible only to you—is a unique, magical artifact that has been magically dedicated to the service of the scroll, allowing it to travel at your command to any dimension in which the scroll is inscribed. The scroll can bestow certain capabilities on the attunement of the piece, such as summoning or shaping the pieces. If you command the piece to go beyond its immediate physical dimension and thus travel into another dimension, it will immediately go through the portal, summoning a creature of your choosing in that dimension and shaping the pieces yourself. You can have multiple versions of the piece created. The portal allows you to merge with any chest piece that isn’t inscribed with divination magic. When the spell ends, the magic consumed by the piece dissipates, and a new one appears in the spot where it was created and spreads throughout the room. Illusion
Arawen
Casting Time: 1 action
Range: 60
Duration: 1 Hour
This spell creates one of the following effects within range:
Arawen
Casting Time: 1 action
Range: 60
Duration: 1 Hour
This spell creates the illusion of a specific creature within range, a specific creature within range of the casting spell, or some other visible phenomenon that appears within 1 mile of the target place. The illusion lasts for the duration, and the creature you chose can be anywhere within 1 mile if you have it. For the duration, the creature has profuse profusion in profane language. It speaks only in ugliness, and its bark resembles that of a tree branch. The creature has disadvantage on attack rolls against you and anyone else within 30 feet of it. Transmutation
Arawen
Casting Time: 1 action
Range: 60
Duration: 1 Hour
This spell grants the creature you touch the ability to understand certain concepts about nature and the world around it, and to understand other concepts about the world. For the duration, you can understand concepts such as the sun, the sky, and the seas but not concepts such as men, elves, or dwarves. The creature can see and hear only in bright light, and it can’t see things that are beyond its vision. Divination
Arawen
Casting Time: 1 action
Range: 60
Duration: 1 Hour
This spell shapes a creature’s dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don’t sleep, such as elves, can’t be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can’t take actions or move. If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target’s dreams. The messenger can also appear in the target’s dreams and animate as a creature, provided that it has the needed material components. At Higher Levels. When you cast this spell using a 6th-level spell slot, the duration is 10 days. When you use a 7th-level spell slot, the messenger appears to be asleep, and the spell ends. Enchantment
Arawen
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You create a magical artifact that can be worn or carried by up to three humanoid members of your choice. The object must be of sufficient size or weight to be worn or carried by the creatures. The spell must end before the spell ends. The object is magical and must be of sufficient material to be worn or carried by the creatures. Conjuration
Arawen
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You create a magical object that appears at random locations in the Astral. You must use an action to teleport to that location. The object must be within 10 feet of you. When you teleport, the object appears in a location that you can see within range. You can also use an action to teleport to another location within range. Self Concentration, up to 1 hour You create a magic object that you can see within range. You move the object as you would a normal object. When you cast this spell, you choose the location of any objects present in the area. The object will fall in the appropriate place on the ground and must be within line of sight of you, or you can use your action to move the object. The object appears in any spot within range, as long as it is within line of sight of you. The object remains there until the spell ends. Magic Object 10 minutes A magic object that appears in space where you cast this spell. You can use an action to touch the object to summon it or create an object by using the same action you might use to create a creature. The object can be any size you choose. The object can be any object you choose. The object can also be an object of a different kind. You can use an action to create the object or to change the object. The object can be anything you wish. The object can be an object of a different kind, or a piece of equipment that is different from the object. If you create a new object, you can use an action to teleport it back to the location you created it on the first try. The object remains within range until the spell ends. The object can be a piece of equipment that is different from the object, a piece of a treasure that is different from the piece, or a piece of magic or magic-tainted equipment that is different from the piece. The object can be any object you wish. The object can also be an object of a different kind, or a piece of equipment that is different from the object, a piece of magic or magic-tainted equipment that is different from the piece. If you create an object that is different from the object, you can dismiss it as an action. The object is destroyed when it drops to 0 hit points or when it is destroyed by another spell or if the object is destroyed by another spell or spell-like ability. If you create an object that isn't a piece of equipment, you must
Arawen
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You create a magic circle on the ground that contains an inert object weighing 2 pounds or less. When a creature moves into the circle, it can make a Strength check against your spell save DC to break the circle. If you succeed, the enchanted object vanishes and all damage falls to the creature. To break the circle, you can use an action to dig it up, either by spending 5 feet of movement, or you can use an action to move the object up to 10 feet and cause it to disintegrate into harmless dust. Once broken, the object remains there for the duration. If you create more than one cubic inch of magical dust on the ground, there is a 20 percent chance that one creature within 10 feet of the object, or the object and dust, will explode. The object or dust explodes if any creature is within 5 feet of it. Transmutation
Arawen
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You create a magic circle on the ground that you can see within range, issuing a blast of magic energy at those within it. Each creature within five feet of the circle must succeed on a Wisdom saving throw or be affected by the spell for its duration. Small or smaller creatures and objects shed magical energy when they are launched at you from behind the circle. Magical energy ignites any projectiles that fail the saving throw. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, an extra 1d6 of damage can be produced by each blast. Additionally, the extra damage creates a barrier of magical energy within the radius, 30 feet high, that lasts until the spell ends. Evocation
Arawen
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You create a magic stone that appears to be a large, opaque cylinder at the base of a hill (or a hill-like structure’s surface) within range. In the area, you can use your reaction to create a sphere of light centered on the hill. This sphere can be up to 30 feet high, up to 50 feet tall, and can be up to 60 feet across. The sphere can contain up to 120 pounds (24 kilograms) of nonmagical ammunition or up to 1,000 pounds (500 kilograms) of nonmagical ammunition. The sphere can contain up to three cubic feet (10 cubic meters) of water. A creature that can’t move over a 30-foot-radius sphere must make a Constitution saving throw. If it fails, it takes 2d10 bludgeoning damage and is knocked prone. A creature can use its reaction to make a Constitution saving throw again, ending the effect on itself on a failed save. A creature can use its reaction to create a 20-foot-radius sphere centered on the hill that is up to 120 feet in diameter. A creature that is within the sphere must make a Strength saving throw when it enters the sphere. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, the sphere can cover up to 10 feet of ground in any direction. Conjuration
Arawen
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You create an invisible wall of solid ice on the ground or a flat surface over a space of space of your choice that you can see within range. You cause the wall to move at a rate of 45 feet per round until the spell ends. The wall lasts for the duration. When the wall appears, each creature within its area must make a Strength saving throw, taking 5d10 cold damage on a failed save, or half as much damage on a successful one. The wall is a pillar that moves as you choose, so it doesn’t have enough room to support a creature of Medium size or smaller. Applying pressure on the wall blocks movement. The wall also extends out to 20 feet beyond the spell’s area. To enter the wall, a creature must be standing within 5 feet of it (that is, standing still while casting the spell), and the wall is directly under a creature standing on the ground (such as a creature trying to stand on a rock or a fallen tree) and must use a Dexterity (Con or Int) check against your spell save DC for entering the wall. A creature must make this check against its spell save DC to use the wall. If the wall cuts through a creature’s space when it rises—an effect similar to an axe strike, for example—the creature takes no damage, and the wall doesn’t create any new harm. Evocation
Arawen
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You create a shield of light on the ground in a solid sphere that fits under a 5 foot cube. Each creature in that sphere must make a Dexterity saving throw. A creature takes 4d6 radiant damage on a failed save, or half as much damage on a successful one. The spell lasts for the duration. While in the sphere, the creature can make a Strength or Dexterity saving throw as a bonus action. On a failed save, the creature takes 1d6 fire damage. A flying creature of your choice that can’t pass through the sphere is immune to this spell. Conjuration
Arawen
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You invoke a raging wind that sweeps across a target and blasts a 20-foot radius around it, causing it to erupt in flame. For the duration, the target sheds bright light in a 30-foot radius and emits a strong urge to move away from you. Whirlwind. Solid terrain in a 30-foot radius, the storm carries a Medium wind of up to 100 miles per hour to or from you. Each creature within 10 feet of the storm when it appears or when it damages you or a creature within 5 feet of it when it damages you or another creature within 5 feet of it, as determined by the terrain and by the spell’s current conditions, causes the whirlwind to move in a straight line down a path that you choose. When the whirlwind appears, each creature within 10 feet of it must make a Dexterity saving throw. On a failed save, a creature takes 10d6 fire damage, that creature’s speed is reduced to 0 until it can no longer ride it, and it makes a Constitution saving throw against your spell save DC. At the end of each of its turns, a creature affected by this spell can repeat the saving throw by spending 1 minute moving 10 feet straight ahead of it. Evocation
Arawen
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You make a creature seem larger than it actually is. For the duration, the creature is also vaguely aware of its current size and weight. For the duration, the creature is surrounded by magical energy. It can move up to 20 feet directly onto a side of the ground or horizontally across a floor or a ramp, but can’t leave the ramp or into a pit. The creature remains in the spell for the duration. When the spell ends, the creature is surrounded by magical energy. It can move up to 20 feet directly onto a surface, horizontally across a surface, or both horizontally and vertically across a surface. Abjuration
Arawen
Casting Time: 1 action
Range: 60
Duration: 1 Hour
Your magic causes up to twelve creatures of your choice that you can see within range to become animated. Once during the spell’s duration, you can alter one of these creatures’s movement so that it appears to have a fixed height and weight (no more than 30 feet off the ground) and animate three new limbs for each slot level above water. An animating animated limb can’t be equipped with a girdle or carried by another creature. The limb can be equipped with a simple and makeshift girdle or a simple and makeshift sling. The limb can be pulled or bound to a fixed object with a single touch. Thus, a thrown arm or a weapon that isn’t equipped with a girdle can be equipped with one that only requires a simple, makeshift sling. Transmutation
Arawen
Casting Time: 1 action
Range: 60
Duration: 1 Round
A black-eyed creature appears and caresses you with a hand weapon. The target must succeed on a Dexterity saving throw to resist the creature’s magic. You can use your action to make an Intelligence saving throw. On a success, the creature can cast spells using Intelligence’s elementals, gaining information on its alignment and ability to comprehend the true nature of magic. If an intelligent creature of the creature type the creature with Intelligence saving throw succeeds on the save, the creature becomes friendly to you and gains a creature’s attunement to your plane of existence until the spell ends. You can shape the creature’s destiny through written words, written incantations, or written magical sigils that you choose. You can shape the creature’s destiny through written words, written incantations, or written magical sigils that you choose. The creature becomes friendly to you and becomes attuned to you for the duration. The creature can benefit from being invisible to you, if you have it. If you have it through attunement to your gear, the creature doesn’t become friendly to you. Abjuration
Arawen
Casting Time: 1 action
Range: 60
Duration: 24 Hours
After spending half an hour outdoors, a ravenous lion appears at your entrance, seemingly to protect it from the elements. When it appears, it leaps into the air and strikes one creature within 30 feet of you with a lightning-fast lunge. Make a ranged spell attack against the raven. On a hit, it deals 4d10 lightning damage to the target and must make a Constitution saving throw. If it succeeds, you can expend the remaining lightning energy to deal 4d10 lightning damage to the raven, or shed the lightning for half as much light. If you shed the lightning, choose a nonmagical creature ’within 30 feet of you’ as the creature’s mentor, and the raven’s talons lash out at the creature to lash it back at you. You can use this spell to teleport the raven to your lair. When you cast this spell, choose one of the following options: • You can teleport a raven away from your location at your command, reaching for as much space as you have available to your space, up to 30 feet, up to 30 feet, up to 30 feet on each side, or landing at your current resting place for the duration. • You can teleport a raven from one place to another without moving a finger or dealing any damage. • You can teleport a raven up to 30 feet from your location to a different creature if you can’t find it there. • You can teleport a raven from one creature’s space to another without moving a finger or dealing any damage. • You can teleport a raven to an area other than your current resting place for the duration, up to 1 hour and 30 minutes. If you cast this spell multiple times, you can have up to three ravens appear at a time. If You cast this spell multiple times, the duration is consecutive ’hours”utes, even if you cast it more than once. If, however, you use a spell slot of 7th level or higher to cast this spell, the duration is consecutive ’instances of ‘night” and ‘rainy” seconds. Conjuration
Arawen
Casting Time: 1 action
Range: 60
Duration: 24 Hours
Describe this spell on a creature’s mind and write down how you felt when you cast it. The spell can target any creature or object you tried to sense, however small, and can do so without expending a second, for 1 minute. A creature who w as able to perceive the spell can also see through the window, for 1 minute for a creature and 1 minute for a creature trying to see through the window. This spell can’t target a specific creature or object, nor can it discern physical or elemental differences between creatures or objects. Illusion
Arawen
Casting Time: 1 action
Range: 60
Duration: 24 Hours
You cause up to three trees that you can see within range to form a protective barrier to prevent damage. The trees take 2d8 piercing damage when you attack one tree or a shrub within range, and the radius must be less than 30 feet. Each tree lasts until it wilts or its limbs thicken. If you cast this spell again, you must use the same plant and water type as the one you used when you cast it. If you cast this spell again, the barrier remains in place and creatures or objects can’t be damaged by it. Abjuration
Arawen
Casting Time: 1 action
Range: 60
Duration: 24 Hours
You create another invisible construct within range that is invisible to you. Once cast, the illusion creates no light, no heat, no radiation, and has a -2 penalty to AC while it lasts. The light it emits emits a low hum, soothing sound within 10 feet of you, as if it were inside an orchestra, for 10 rounds. Once a round, as part of the casting of the spell, you can designate a sound you can hear as coming from anywhere within 10 feet of you. The spell creates a faint hum, then stops. Your DM might say another sound, which would be a thin, heavy bass, then another, and so on until you reach the point where you can no longer hear the sound. You can also exhale a puff of wind, a puff of flame, or a puff of soft mist, depending on the circumstance. The mist spreads around you, and you can exhale it in any direction. You can use this spell to banish an unwilling creature to another plane. Choose one of the following effects when you cast this spell. You can maintain your concentration on a spell for up to 8 hours. During this time, you can use your action to make two Wisdom (Perception) checks against your spell save DC. A creature can take the first check as an attack and take the second check as an attack roll. If you use your action to move along a fixed object or hallway, you can use your action to move along a corridor that has a gap within it but doesn't have a gap within a previous round, ending the effect on itself on a success. If you use your action to move along a door or other difficult opening that is open for normal walking, you can use your action to move along the opening as if it were open for normal walking. Conjuration
Arawen
Casting Time: 1 action
Range: 60
Duration: 24 hours
You create a ward on a small portion of a humanoids body you choose that is exposed above ground, behind trees or in a grassy area. The warded area must be at least 5 feet square. The warded component consumes 5 gallons of clean water when exposed against cold light, and the warded component lasts until it drops to 0 hit points. The warded component is immune to poison, mind-affecting effects, and having its sensory organs destroyed. The warded component can pass through barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, 6 feet of a thin sheet of lead, or 2 feet of wood that is loose and connected to a parchmstone or another solid surface. Conjuration
Arawen
Casting Time: 1 action
Range: 60
Duration: 24 Hours
You create one of the following effects when you cast this spell. You instantaneously cause stone to flicker and crack, an odd shape to a creature, or a fiery appearance to a creature of normal or lesser birth. You cause the effect to become paler and less distracting; the stone becomes a torch and emits bright light in a 30-foot radius and dim light for an additional 30 feet. The stone sheds bright light in a 20-foot radius and dim light for an additional 20 feet. Transmutation
Arawen
Casting Time: 1 action
Range: 60
Duration: 8 Hours
This spell channels magic within a creature’s space for the duration, distorting its vision and casting images of the moment, manifesting an image of a god, goddess, god’s daughter, or your mortal foe. For the duration, the image can be up to ten times more powerful than the target’s. When you cast the spell, choose one or more of the following effects from the same slot or slot augmentation. Choose an effect that bestows greater power on the target, such as a divination spell or a mote slot, removing the divination spell from it. That effect remains in place through the duration of the spell. An affected creature can use an action to dismiss the spell. It immediately dismisses any casting of the divination spell or casting of an associated magical item. Transmutation
Arawen
Casting Time: 1 action
Range: 60
Duration: 8 hours
This spell purifies a target that has it under its influence for the duration. The target can’t willingly come within 30 feet of the spell, even if no harmful effects are present. If any harmful effect is present, the spell fails and the spell is cast again. Necromancy
Arawen
Casting Time: 1 action
Range: 60
Duration: ConcentrationDC
Until dispelled when you make a melee spell attack with an axe, spike, crossbow, crossbow, crossbow bolt, crossbow shell, crossbow, crossbow bolts, crossbow bolter, crossbow blast, crossbow attack, crossbow whistle, crossbow whip, crossbreaker, crossbow whip, crossbow whip, crossbore, crossbore snare, crossbore sling, crossbent trap, crossbeam, bolt of lightning, bolt of lightning bolt, bolt of lightning bolt, bolt of lightning chain, bolt of lightning, bolt of lightning chain, bolt of lightning bolt, bolt of lightning chain, bolt of lightning bolt, bolt of lightning bolt, bolt of lightning bolt, bolt of lightning bolt, bolt of lightning bolt, bolt of lightning bolt, bolt of lightning bolt, bolt of lightning bolt, bolt of lightning bolt, bolt of lightning bolt, bolt of lightning bolt, bolt of lightning bolt, bolt of lightning bolt, bolt of lightning bolt, bolt of lightning bolt, bolt of lightning bolt, bolt of lightning bolt, bolt of lightning bolt, bolt of lightning bolt, bolt of lightning bolt, bolt of lightning bolt, bolt of lightning bolt, bolt of lightning bolt, bolt of lightning bolt, bolt of lightning bolt, bolt of lightning bolt, bolt of lightning bolt, bolt of lightning bolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, set of six bolts, disintegrate spell, dispel magic spell, demiplane, greater dispel magic spell, greater dispel magic weapon, greater dispel magic crossbow, greater dispel magic spell, greater dispel magic staff, greater dispel magic ward, greater dispel magic scroll, greater restoration, greater restoration spell, greater recharging, greater restoration weapon, greater surge, greater power shield, greater rope, greater steel ring, greater teleport, greater vine, greater wispshire, greater technomancy, greater terse message, greater vine, greater weave, greater ward, greater zapping, greater ward, greater teleport, greater vine, greater ward, greater vine, greater staff, greater wand, greater zard, greater staff, greater staff, greater staff, greater wand, greater wall, greater teleportation, greater weave, greater ward, greater zard, greater warding, greater teleportation, greater warp, greater weave, greater conjure object, greater ward, greater warp, greater warp ring, greater teleport, greater weave, greater ward, greater teleportation, greater teleportation tool, greater warp ring, greater sling, greater sling, greater staff, greater staff, greater staff, greater wands, greater staff, greater war axe, greater war axe, greater war axe, greater wands, greater staff, greater staff, greater wands, greater staff, greater wands, greater staff, greater staff, greater staff, greater staff, greater staff, greater staff, greater staff, greater staff, greater staff, greater staff, greater staff, greater staff, greater staff, greater staff, greater staff, greater staff, greater staff, greater staff, greater staff, greater wands, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war
Arawen
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
A creature that you can see within range must succeed on a Wisdom saving throw or be charmed for 1 minute. If you cast the spell twice, you can use a bonus action on each target to make the saving throw. On a success, the spell ends. Conjuration
Arawen
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. The changes last for the duration, and can’t reduce a target’s size to 0 or smaller. If the target is already stretched out, you can reshape it in any size or shape you choose. If you choose a terrain type,"Transport," the reshaped terrain has the same chances as normal to move as far as a 5-foot cube, even if it is on a different side of the area. Normal to Greater’s terrain. The terrain’s chances of moving are 1 in 10,000,000,000,000,000,000,000,000,000,000. If you choose terrain that has a high chance of rolling over into a pile, the terrain in that area is pushed up to 10 feet farther from the starting edge of the area than normal. If you choose terrain that has a low chance of rolling over into a pile, the terrain in that area is pushed up to 1 foot farther from the starting edge of the area than normal. Transmutation
Arawen
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
This spell creates a magical link between a willing creature you touch and a creature you designate within range for the duration. The spell can target up to 120 feet of ceiling, or 30 feet of common ground, if you have it. You designate a creature or an object as the target and create a magical bond that the creature has with you. The creature must be within 30 feet of you when you cast the spell. The creature can be of any height, weight, or standing length, as determined by the creature’s Intelligence. The creature is friendly to you and has your spell save DC. For the duration, the creature has advantage on saving throws against spells and other magical effects. When you cast the spell, you can ask the target creature to step out of the image and rejoin you, telling it to do whatever it does best for you. This spell has no effect on undead or constructs or on creatures that have been removed from the spell cast, restored to life by another creature, or cast a spell by an ordinary or prepared spell. Evocation
Arawen
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You call forth a spirit to protect you. The spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice). Until the spell ends, whenever a creature within 5 feet of you hits you with an attack, the spirits of both you and the target take in that attack. The spirits each take in 1d6 radiant damage, and the target takes 25 radiant damage on a failed save, or half as much damage on a successful one. The spirit can’t enter the creature’s space. On a failed save, the target is incapacitated and can’t cast spells for 1 minute. On a successful save, the target is no longer incapacitated and can cast spells for 10 minutes. When you cast the spell, you can make a single melee spell attack against the spirit. On a hit, the target takes 25 radiant damage. Whether you hit or miss, reduce the size of the hole by which the spell is cast. Evocation
Arawen
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You cause up to five pieces of nonmagical ammunition to fly out of your hand and streaking towards a creature within range for its attacks. The pieces of ammunition remain in your possession for the duration, but they are no longer on the target, destroyed, or whatever it is. If you cast this spell again, you automatically restore the pieces to their original places and point them at the nearest creature. An unwilling creature that sees the ammunition as an object takes 5d10 piercing damage, and it must succeed on a Constitution saving throw or drop the piece. The piece of ammunition then dies. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. Transmutation
Arawen
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You conjure a phantom servant—a creature you can see within range, a phantom arm, or even a phantom hand, that must be within 50 feet of the target. The servant can perform any tasks that the target might perform, as long as they're not interrupted by death or other terrible punishment. The servant lasts for the duration, and it can cast spells, cast magic items, and make any other spell that requires a casting of concentration. The servant is under your control at the start of each of your turns, and it can perform any task the target might perform, as long as it isn't interrupted by death or any other terrible punishment. The servant functions as normal servant creatures, but it can make any magic items created by spells or the target's own magic used by the spell used the servant to cast that magic, as well as magic that would normally be performed by a servant. The servant can carry and travel with it, though it can’t transport you or your companions to or from another plane of existence. At the end of each of your turns, the servant can attack any time it takes to complete a task or to cast a spell, provided that task or spell requires a high level of concentration. Transmutation
Arawen
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a magical barrier of magical energy that prevents others from passing through. Any creature or object in the area from succeeding at a Strength check, as part of removing the material, hits or leaving the area for the first time on a turn or during the duration of the spell, from passing through the barrier. The barrier is 1 mile thick and moves at your command. On a successful check, the barrier is broken, leaving behind no openings. As a bonus action on a turn or during a long rest, you can cause the barrier to fail if you pass through it or if you succeed on a Strength check. On a failed save, a creature takes 6d6 acid, cold, fire, lightning, or thunder damage. The DM might rule that the barrier is too large to hold all its creatures (20+ feet high, 25-foot diameter pillars in the case of the barrier), or that its hinges are too loose. The spell ends when the barrier is broken, and a creature must use its action on a failed save to free itself from the spell. Transmutation
Arawen
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You establish a telepathic link with one creature within range. Until the spell ends, the link allows you to communicate with another target within 30 feet of the target, which has its own telepathic link with the spell’s trigger. The spell creates such a link by reducing a target that is within line of sight within 60 feet of the target to 0 hit points. When a target w eres a hit or misses a melee spell attack, you can use your action to create a new one using your action to move the linked creature from one location within 30 feet of the target to the nearest safe area, such as a large room or a cave. The creature remains within 60 feet of the target but can’t cast spells, activate magic items, or harm or trap the creature. You can link the creature to another creature, object, or influence within 30 feet of it. If an affected creature is hostile to you, you can command the creature to attack you. If you or another creature command it to do cruel, unusual, or horrible acts that would physically harm the creature, the creature defends and w ho harms the creature for the duration. If you command the creature to do anything harmful to the creature, the spell ends for that creature. It must also end its turn in order to do so. Abjuration
Arawen
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You gain the ability to use your movement to move through hostile creatures of your choice within range. For the duration, creatures of your choice that you can see within range can make a Strength saving throw. On a success, the creature takes half as much damage on a failed save and takes half as much damage on a successful one. A frightened creature must make a Strength saving throw again on a subsequent turn. On a success, the creature's speed drops to 0 feet and its speed is no longer that of a normal creature. The creature can’t be targeted by spells or other effects that target it. When you cast this spell, you can target up to eight targets of the same name. As an action, you can target a single target. You can target up to eight targets at a time. Each target must be within 5 feet of you when you spell’t cast this spell. Conjuration
Arawen
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You manifest a harmless plant within range in an attempt to turn nature into weapons of destruction. Choose any number of willing creatures that you can see within range. All of them fall into one of the following classes: Celestial, Construct, or Temple. Celestial Gems. When you cast this spell, create one additional celestial, a celestial statue, or a celestial body for each celestial hit. You can also make a nonmagical object of up to 25 pounds lighter than normal for the spell’s duration. Magical Stone. You can use a bonus action to create a celestial body on the ground for the duration. You create one celestial by throwing an object or casting a celestial spell. The celestial is a celestial of challenge rating 5 or lower, and it obeys all the rules of the celestial class it represented. If the celestial doesn’t obey any of its rules, the spell ends. Magical Body. You can use a bonus action to make two additional appearances for each celestial in the order you chose. You create a celestial by throwing an object or casting a celestial spell. The celestial appears in an unoccupied space on the ground within 5 feet of you. For example, a celestial might appear in an unoccupied space on the ground within 5 feet of you, or in the middle of a room strewn with books. If you create a celestial by throwing an object or casting a celestial spell, you can create a magical body for the celestial by casting the celestial spell as part of creating the celestial. You must be able to reside in the same body as the celestial, which has its own demiplane and is free to roam freely. Magical Body. You can use a bonus action to mentally command the celestial you create by casting this spell. You must be able to living creatures’s territory from within 5 feet of the celestial, and the celestial is considered a celestial under our influence. To command the celestial, you must be within 5 feet of the celestial. This action lasts for 1 hour. Body. You call upon the celestial to perform a special act within range. Choose an ability that you can see, including without limitation the ability to see and hear the celestial. The celestial can’t perform any of the actions you described. If the celestial fails a saving throw, the celestial becomes incapacitated for 1 minute. Ability. The celestial can use its action to make two additional attacks for each of its abilities. These attacks deal an extra 1d6 damage to the target and can’t be parried. These attacks deal an extra 1d6 damage to the target when it appears within 10 feet of the celestial or another spell of 4th level or higher. Conjuration
Arawen
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You transform a willing creature you touch into a beast of burden. Until the spell ends, the target can be limited to carrying more than one heavy weapon in one carry weight category. It is restrained in the beast's carrying capacity, and it can’t use reactions while this spell is in effect. It does not, however, speak one line of language nor make any magical use of any known language. While its restrained state persists, it can act in certain ways, such as fling itself at a creature, or ram its way onto an object in its reach, but it is limited in what it can do. It can’t attack, wield a weapon, or otherwise harm a creature, though it can use some of its movement to move toward a creature it can see. Abjuration
Arawen
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You utter foul words, summoning demons from the chaos of the Abyss. Roll on the following table to determine what appears. D6 Demons Summoned 1—2 Two demons of challenge rating 1 or lower 3—4 Four demons of challenge rating 1/2 or lower 5—6 Eight demons of challenge rating 1/4 or lower The DM chooses the demons, such as manes or dretches, and you choose the unoccupied spaces you can see within range where they appear. A summoned demon disappears when it drops to 0 hit points or when the spell ends. The demons are hostile to all creatures, including you. Roll initiative for the summoned demons as a group, which has its own turns. The demons pursue and attack the nearest non-demons to the best of their ability. As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demons can’t cross the circle or harm it, and they can‘t target anyone within it. Using the material component in this manner consumes it when the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you summon twice as many demons. If you cast it using a spell slot of 8th or 9th level, you summon three times as many demons. Conjuration
Arawen
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. To all objects in its area, the spell transformates dirt, sand, or clay into difficult terrain, with a 50 percent chance per round that the terrain takes any form. If terrain in the area is free or prone, dirt, sand, or clay is moved to the right of the area and becomes difficult terrain after 1 minute. If terrain in the area is occupied or heavily linked to the area’s natural resources, the spell fails. Transmutation
Arawen
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You call forth a nature spirit to protect you. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice). Until the spell ends, every creature in a 5-foot-radius sphere centered on you must make a Dexterity saving throw. A creature takes 8d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used to create the spell. Conjuration
Arawen
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You call forth a nature spirit to protect you. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice). Until the spell ends, the spirit is friendly to you and your companions. It acts on each of your turns. While the spirit is friendly to you and your companions, it gains advantage on attack rolls against creatures that aren’t enemies or foes of your kind. The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target. Enchantment
Arawen
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You call forth the spirits of Nature from the Shadowfell. Choose any number of trees within range that are at least 5 feet on each side. For the duration, trees shed dim light in a 10-foot radius and grow to full size for the duration. You can also choose to have the trees turn to stone for the duration. If you choose this duration, the spirits of nature appear in the Shadowfell and attack any creature that enters it. Each creature that starts its turn in the Shadowfell must make a Wisdom saving throw against the spell. On a failed save, a creature sinks into the pit and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the pit. Necromancy
Arawen
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a warp that blocks movement for 1 mile. If you or a creature you designate for this spell is moving, the warp appears to be in a place you can see. The spell ends if the creature is no longer in the warp. Transmutation
Arawen
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You manifest a searing pain that ripples out from you in a 20-foot-radius sphere centered on a point within range. Until the spell ends, each creature in that area must make a Constitution saving throw. A target takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. The damage can’t reduce a target’s hit points below 1. If a target is lacking life support equipment or is in a state of suspended animation, it can’t make a Constitution saving throw. As a bonus action on your turn, you can move the damage here listed away from you and cause it to reappear in your presence. Whenever the spell ends, you can choose a new area of terrain to affect. If you have no active restoration equipment on the target, it is unaffected by the spell. Until the spell ends, you can use an action to mark a spot within range that is permanently and invisibly underwater. You can’t designate an area of terrain that is never underwater. Instead, you need to make a Dexterity saving throw. If you are the target of this spell to a creature submerged in the water, the creature is affected by the spell. Transmutation
Arawen
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You pull a creature that you can see within range at least 30 feet on a horizontal plane, and that isn’t on a vertical plane. The target must make a Dexterity saving throw. If it fails, you pull the target up to 90 feet in any direction on the ground, passing through each creature’s eye and obscuring their vision. While a target is pulled into an invisible barrier, a beam of light that strikes it deals 1d8 radiant damage to the target and dims any light that it sheds. Evocation
Arawen
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You step into an unoccupied space that you can see within range and name a creature you can see within range. You choose a creature within range and choose one of the following options for what appears: • One beast of challenge rating 2 or lower • Two beasts of challenge rating 1 or lower • Four beasts of challenge rating 1/2 or lower • Eight beasts of challenge rating 1/4 or lower Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures’ statistics. At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot. Conjuration
Arawen
Casting Time: 1 action
Range: 60
Duration: Instantaneous
A shimmering force springs from each sphere within range, targeting a creature within 30 feet of the target and causing the target to make a burst of magic energy at the start of each of its turns. For the duration, the target sucks on or rip out any fabric covering it and takes 1d12 lightning damage, and it takes half as much damage on a failed save and 1d12 radiant damage on a successful one. This spell is particularly powerful against the fey. Evocation
Arawen
Casting Time: 1 action
Range: 60
Duration: Instantaneous
With a roar, you cause up to ten beasts of burden to lash out at one creature within range. The beasts erupt in a cacophony of screeching sounds that create a 10 foot radius sphere centered on a point within range. Each creature that starts its turn in the sphere must succeed on a Constitution saving throw or take 2d6 bludgeoning damage. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration
Arawen
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a spectral element of your choice that you can see within range. Choose a point on the ground you can see within range. You can target one creature of your choice that you can see within range. The chosen creature must make a Wisdom saving throw. On a failed save, that creature must make a Wisdom saving throw. On a successful save, that creature takes half as much damage and is immune to this spell until the start of your next turn. When you cast this spell, you can target one line of spectral energy that appears in a randomly chosen place on the ground within range. You can also change its appearance at will. The spell remains in effect until the end of your next turn. The spell can also be cast on a creature that is within 5 feet of you when it ends its turn. The creature must make a Wisdom saving throw if it is frightened of you. On a failed save, the creature takes half as much damage and is immune to the spell until the spell ends. On a successful save, the spell ends. Necromancy
Arawen
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You invoke the spirit of a cursed creature to deliver a fiery blast of fire. The spell creates a range of igneous rivulets in a 10-foot radius and distorts their light and shade, creating bright, roaring flames if available. Each creature that emerges from any of these flames at the start of its turn must succeed on a Constitution saving throw or take 1d10 radiant damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the flames increases to 20 feet for each slot level above lst. Evocation
Arawen
Casting Time: 1 action
Range: 60
Duration:
Nuration
Arawen
Casting Time: 1 action
Range: 60
Duration: Until 1 hour
Concentration, up to 1 hour You imbue up to three creatures of your choice within range. You can make one of the following creatures appear humanoid or fiend: diseased or diseased eye, boar, cockroaches, delphin, dromedary, fiend, fiend statue, elemental, fiend fortress, elemental cage, elemental mouth, elemental trap, elemental ward, elemental prison, elemental gateway, elemental gateway to the dead, elemental prison of nightmares, elemental tomb, elemental ward, guardian sarcophagus, guardian sarcophagus of dark energy, guardian sarcophagus of wrath, guardian sarcophagus of nature, guardian sarcophagus of nature ward, guardian sarcophagus of light, guardian sarcophagus of shadow, guardian sarcophagus of shadow ward, elemental gate, guardian gate to the dead, guardian gate to the light, guardian gate to the dark, guardian gate to the dark ward, guardian gate to the dark door, guardian gate to the glowing door, guardian gate to the deadward door, guardian gate to the fireward door, guardian stone door, guardian stone door to the east, guardian stone door to the west, guardian stone door to the northeast, guardian stone door to the northeast to the east, guardian stone door to the northeast to the southwest, guardian stone door to the northeast to the northeast to the southwest, guardian stone door to the northeast to the northwest to the northeast, guardian sand door, guardian sand door to the northeast to the northeast to the northeast, guardian vine door, guardian vine door to the northeast to the northeast to the northeast, guardian stone door, guardian stone door to the northeast to the northeast to the northeast, guardian zodiac door, guardian zodiac door to the northeast to the northeast to the northeast, guardian temple door, guardian temple door to the northeast to the northeast to the northeast, guardian temple entrance, guardian temple guard, guardian temple guard to the northeast door, guardian temple guard to the northeast door, guardian temple guard to the northeast entrance, guardian temple hall, guardian temple hall from the northeast door, guardian temple hall from the northeast door, guardian temple hall from the northeast entrance, guardian temple hall from the northeast entrance, guardian temple hall from the northwest door, guardian temple hall from the northeast entrance, guardian temple hall from the northeast entrance, guardian temple hall from the southeast door, guardian temple hall from the southeast entrance, guardian temple hall from the northwest door, guardian temple hall from the northwest entrance, guardian temple hall from the northeast door, guardian temple hall from the northeast entrance, guardian temple hall from the northeast door, and guardian vine door. Illusion
Arawen
Casting Time: 1 action
Range: 60
Duration:
Until dispelled
Arawen
Casting Time: 1 action
Range: 60
Duration: Until dispelled
You create the semblance of a creature you choose after you cast this spell. You transform into a Large or smaller creature with a 10-foot radius, and you make it dance and grow in size as you cast the spell. At the end of each of your turns, you can use a bonus action to cause the creature to become Large or smaller for the entire duration. The creature takes 20d8 damage of the type you used for its transformation. This damage is reduced by one type of nonmagical weapon until it departs from you, at which point the creature returns to normal size. Illusion
Arawen
Casting Time: 1 action
Range: 6 Days, 1 Hour
Duration:
1 Hour, 4 Days, 1 Hour, 4 Days, 1 Hour, 4 Days, 1 Hour. See below for details. The spell ends on a target when it ends, unless you can make another end-of-chapter sacrifice. Conjuration
Arawen
Casting Time: 1 action
Range: 6 Days
Duration: Duration (1 day)
Concentration, up to 1 hour You attempt to touch a willing creature you can see within range. The target must succeed on a Strength saving throw or take 1d6 bludgeoning damage. On a failed save, the target takes half as much damage from the attack as normal. The target can’t be charmed or attacked. Until the spell ends, the target has resistance to bludgeoning, piercing, and slashing damage against the target. Conjuration
Arawen
Casting Time: 1 action
Range: 6 hours
Duration: 8 hours (until dispelled)
30 days (until dispelled) Instantaneous You touch a creature. Choose one of the following options. The target takes 1d6 psychic damage and must succeed on a Wisdom saving throw or take half as much damage on a failed save. The target also gains the benefits of the spell, such as the ability to teleport to any point on the target's plane of existence within range. The target can use its action to take 1d6 psychic damage on a failed save, or it can use its action to take 1d6 psychic damage on a successful one. The target also gains the benefits of the spell, such as the ability to use your action to teleport to the nearest nonmagical place on the target's plane of existence within range. The spell can target one or more other creatures, though it can only target one creature at a time. The target can use its action to make a Wisdom (Perception) check against your spell save DC. On a success, the spell ends. Abjuration
Arawen
Casting Time: 1 action
Range: 6
Duration: Instantaneous
This spell grants a wizard +10 bonus to all ability checks, ability to see, and alignment checks of his or her choice. Evocation
Arawen
Casting Time: 1 action
Range: 6 months
Duration:
You awaken to any number of negative energy images, ones created by magic. Each image can be a duplicate of another image created by the spell, up to the extent of creating creatures or objects from a duplicate image. When you cast this spell, choose two negative energy images created by magic and cast into a container that is full of images of one or more creatures or objects. You can use a bonus action to cause these images to revert to normal image form, provided the image remains unaffected by other effects. A creature that uses its action to examine the image can determine that it is a duplicate of that creature or object with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the image as a duplicate of that creature, that creature can determine that the image is a duplicate using its instinctive reaction, and the creature can identify the image as such if it has Intelligence (Investigation) or Wisdom (Perception) scores. Illusion
Arawen
Casting Time: 1 action
Range: 6
Duration: Up to 1 hour
You cast this spell when you make a melee spell attack. On a hit, a target takes 3d8 necrotic damage, and it takes half as much damage on a successful save, or half as much damage on a failed one. You can hurl the weapon at up to your target if it is within 30 feet of you. It must succeed on a Strength saving throw or become tangled in webbing or other temporary webbing. It must also have at least one inch of rope remaining in it. It doesn’t need to be the same weight as you, however, since it carries or holds the weapon. If you attack with the weapon, you create a temporary web along the weapon’s path, causing it to make a successful Strength saving throw. The web creates a temporary web through which a human figure can pass, re-entering the web if it is still in its web’s construction state. The web”s movement is free, and the target can use its reaction to jump up to 5 feet higher than normal. If it falls and lands before reaching the top of the web, it is knocked unconscious, though it can still use its reaction to recover. Evocation
Arawen
Casting Time: 1 action
Range: 90
Duration: 1 Hour
You create one of the following effects within range at a point you can see within range: • You create a puff of black smoke centered on a point on your person that you can see within 30 feet of you. A puff must be made within 30 feet of you. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 10d6 burning damage and is restrained for the spell's duration. Until the spell ends, you can use a bonus action on a subsequent turn of yours to cause one of the following effects of your choice to occur: • You create a small blast of air that blasts out from a point of your choice within 5 feet of you. A creature must make a Strength saving throw. On a failed save, a creature takes half as much damage and is restrained for the spell's duration. • You create an explosion of tiny bits of nonliving matter that lasts for the duration. You can use your action to crack a crackling crack or a lava pit to launch the item. You can throw the item up to 30 feet in any direction, which creates a 10-foot-long cylinder centered on one point within range. A creature that uses an action to throw the item can repeat the saving throw at the end of each of its turns. • You cause flames to gush out of a point of your choice within 5 feet of you. You cause these flames to bloom a dazzling green and illuminate up to 60 feet of greenish-white skin. When the spell ends, the blossom ends. • You create a bonfire that burns bright magical fire in a 30 foot cube centered on a point within range. Each creature in the bonfire’s area must make a Constitution saving throw. On a failed save, a creature takes 10d12 radiant damage and is blinded until your next turn. The bonfire also ignites flammable objects in its area that aren’t being worn or carried. A creature blinded by the blindedness can use its action to make a Strength check against your spell save DC to break out of the bonfire. Conjuration
Arawen
Casting Time: 1 action
Range: 90
Duration: 1 Hour
Your prayer imbues you with an aura of radiance that is fueled by magical energy. Creatures within 30 feet of you and within 10 feet of you when you cast this spell must succeed on a Wisdom saving throw or become blinded for 1 minute. This spell has no effect on undead or constructs. You can’t cast spells or construct mechanical constructs. Evocation
Arawen
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
You call forth a nature spirit to protect you. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice). Until the spell ends, whenever you or a creature you can see moves into the spirits space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can’t heal constructs or undead. As a bonus action on your turn, you can move the Spirit up to 30 feet to a space you can see. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d6 for each slot level above 2nd. Conjuration
Arawen
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
This spell makes a creature airdate its life force. Each time you cast this spell, you create an extra target of animate dead for each additional target you create of it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create four additional extra targets for each slot level above 1st. Necromancy
Arawen
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
You attempt to draw a ray of magical energy from other creatures up to your own reach. The target must make a Wisdom saving throw. On a failed save, the creature takes 1d4 radiant damage and must move as far as possible away from you in a direction affected by the spell to regain 3d4 radiant damage. If you cast this spell using an object or a spell slot of 2nd level or higher, the spell creates a radiance 30 feet long, 30 feet high, and 1 foot in diameter. When you cast the spell, choose a point you can see within range. The radiance changes its intensity from bright to moderate, centered on that point. When you cast the spell, you can direct the radiant energy to a different creature of your choice within 60 feet of it, creating a different creature for each slot level above a commoner or fey spell. Evocation
Arawen
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
You create an instantaneous effect on up to three creatures of your choice within range, either living or undead. The effect can be nonmagical, like making soup, or it can affect up to five creatures of your choice (your choice that aren’t under the effects of exhaustion, mind-affecting effects or exhaustion-inducing effects). While the creature is affected by a given effect, the creature is no longer affected by that effect and can’t take actions, can’t understand the language, and speaks in gibberish. The creature doesn’t need to breathe, and water or cold water can’t affect it. Creatures affected by an exhaustion-inducing effect can use their action to exhale the same effect again. Abjuration
Arawen
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
You create or cause a warp in the fabric of space that allows a celestial, an elemental, a fey, or a fey giant to appear at any point within 10 feet of you. The warp is strong enough to tear apart solid earth, stone, or stoneworks, leaving behind no solid debris or life. It is a horizontal shift, like a warp, one that makes a wisp appear from one side of a solid surface. When a creature enters the spell’s area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. On a failed save, the creature must use its action to move up to its speed so that it can enter the warp’s space. If it does so, it can’t move more than 10 feet directly behind the warp. The creature must use its action to move within 5 feet of it when it uses its action to do so. A creature that uses its action to move within 5 feet of the warp can use its action to make a Strength or Dexterity check (the creature’s choice) against the spell’s saving throw DC. On a success, the creature moves within 5 feet of the wurlorm, and the spell ends. On a failure, the creature moves within 5 feet of the warp, and it uses its action to make a Strength or Dexterity check against the spell’s spell save DC. On a success, the creature moves within 5 feet of the warp, and it makes a new spell save each time it does so. Conjuration
Arawen
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
You create or tint up to ten rays of red light in a 30-foot cube centered on a point within range. Each ray must be within 30 feet of another ray you cast or that you can see within 30 feet of it. If you cast this spell using a spell slot of 2nd level or higher, you can have up to three rays appear within 30 feet of each other. Transmutation
Arawen
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
You draw a line line 15 feet on either side of you from where you cast this spell using a 5th-level spell slot. The line remains for the duration, and you can extend it up to 30 feet in any direction. One flare from an alchemical weapon (for example, the Great Pyramids of Giza, the Pyramids of Chelyabinsk and the Pyramids of Kfaridzhina) can be extended in that direction. Each flare has a different power and purpose. When you cast this spell, you can direct the hand of one flare to another flare created by the spell. If you direct the hand of another flame, it must be no larger than 5 feet in any dimension, and it must be of a different kind than the one you directed. The flame must be within 5 feet of you when you cast this spell. You can use a maximum of five flares per spell level. When you use a spell slot of 7th level or higher, you can direct the hand of one flare to another flame. You can direct the hand of two flares at the same time, issuing the same command to the other one. The hand of one flare can be crossed at any time, causing the hand of the other to simultaneously direct and fail to command. Three Flares. You cause a flare to appear in an unoccupied space within range that you can see within range. The hand of a flare can go to any number of places within range, as long as the hand doesn’t occupy a space within the space you used to cast this spell on. Each hand that you use to command a flame to appear must be within 5 feet of you, and any creatures that can’t see you must make a Charisma saving throw. The hand of a flare that is raised to its normal level before the spell ends is a flaming finger. The hand of a flare that is raised is stretched limply in midair, and its length is reduced to 0 feet. The hand of a flare that is raised is destroyed when the spell ends. A flaming finger can reach up to 30 feet away from you. Four Flares. You cause a flare that is raised again to its normal level before the spell ends to strike a flaming finger against a creature within 30 feet of it. The hand of a flare that is raised must be within 30 feet of you, as the hand of a normal flare striking against a creature within 30 feet of it would strike against a creature in the hand. Five Flares. You cause two flares to appear simultaneously within range. The flares create a burst of bright light that can be blinded and deafened. Each flare lasts for 1 hour. The flares created are out of proportion to the image used to create the flare, and they do not appear in the image. When you cast this spell, you can designate any flare effects that you choose. You can use a flare created by a spell slot reduction spell to affect only the flare created by the spell. When you do so, the flaring effect ends. Helix. The center of the flare is a helm with a pointed point and four legs extending from it. The legs extend from your side in a circle, and the helm is the only visible portion of the helm that is not obscured by clothing. The helm is worn by one creature of your choice that can use its action to assume a different form following the same rites and rules as the creature. The creature that transforms must make a Charisma saving throw against your spell save DC. On a failed save, the creature becomes charmed for the duration. The charmed creature can use its action to make a Charisma check against your spell save DC. On a success, the creature becomes friendly to you again. Transmutation
Arawen
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
Your magic imbues your living quarters are a labyrinthine, labyrinthine, labyrinthine world filled with twisting stone and stone walls, filled with magical creatures, and filled with hideous creatures that serve as your servants. Creatures that aren’t there are also creatures that aren’t there (though they can’t be harmed), and creatures that aren’t there (though they can’t be harmed), and creatures that aren’t there (though they can’t be harmed) whenever you cast spells. Creatures affected by this spell suffer an odd fate: they become undead, and any spell cast that removes a curse or increases the rate at which your companions die automatically disables the spell for them. At the end of each of their turns until the spell ends, they can make a Wisdom saving throw to undo this curse or ensure that it doesn’t happen again. On a failed save, the creatures become undead and can’t become reanimated or bonded to a new creature for the duration. A successful save ends the curse’s effect, and the creatures don’t revert to being undead. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can affect one additional creature for each slot level above 3rd. Conjuration
Arawen
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
You summon a gargoyle (composed of up to six willing creatures) to fight in battle. The gargoyle appears on the ground with four silver daggers pointing out its teeth—the size of your fist—and you summon it as a bonus action on your turn. The gargoyle vanishes when it drops to 0 hit points or when the spell ends. The creature can be summoned up to 10 feet away from you using only one of the following actions: • Melee weapon attacks against the gargoyle must make a melee attack roll, and they must make the attack with advantage and take 1d4 slashing damage. • The creature uses its action to make a weapon attack roll against a target of your choice within 60 feet of you. On a success, the creature makes the attack roll using advantage, and no weapon attack rolls can take place after the creature makes its attack roll. • Nonmagical weapon attacks against the gargoyle automatically succeed on their own subclass checks. • You have resistance to acid, cold, fire, lightning, and thunder damage for 1 hour. • You have resistance to radiant damage for 1 hour. • The spell ends if you use a spell slot of 2nd level or higher. Evocation
Arawen
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:
A creature that you can see within range must succeed on a Wisdom saving throw or take 1d6 radiant damage. A creature that succeeds on a saving throw takes half as much damage from that spell. A creature that successfully saves fails the save. Abjuration
Arawen
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:
A shimmering aura appears within a 60-foot square on ground you can see within range, and lasts for the duration. You can cast this spell at the same site, within 30 feet of one of the places you cast it, or once per day for 3 days. If you cast it multiple times, this spell doesn’t affect itself. If you cast it once every 4 days, it doesn’t need to be repeated. When you use this spell to cast a spell, you can reshape the aura so it appears in the form of a circle, making it appear as a thick mist that lasts for the duration. To remove a spell, simply throw the spell into an unlit or half-filled container and let it rest for the spell’s duration. You can dismiss this spell as an action. When the shimmers and fades, a new one appears in the form of a fiery devil. This new form is light, rounder, and slimmer than the original; it behaves in the same way as on the spell with a +2 bonus to AC and a +2 bonus to damage rolls against creatures of your choice that you can see within 30 feet of it. The devil sheds bright light in a 30-foot radius and dim light for an additional 30 feet. While the devil is in the form of light, you can target one creature with a melee attack by making a spell attack against it. Make a ranged spell attack with it using your spell slot and using the same number of hit points as the number rolled as a number rolled against the spell’s highest and lowest level. On a hit, the creature takes 3d10 fire damage and is hurled 3 feet away from you. Evocation
Arawen
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:
Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to create a temple on ground no larger than 40 feet in any direction, the temple would be unaffected. If you use this spell to create a temple on a stone surface, any material created by the spell fail to have a crystal associated with it, and any metal or stone properties that have changed since the spell’s appearance are lost. A temple’s defenses might be stronger than it is right now, or the temple’s ammunition might be out of date, leaving it vulnerable to fire damage. Alternatively, the temple could crumble to rubble. Any amount of force that is cast into the temple would cause it to collapse, creating a structure of water that can be breached only by strong wind. The temple would remain under the spell’s effect for the duration. If the temple is destroyed or the spell ends, the temple’s water would continue to flow throughout the spell’s duration. Alternatively, the temple might collapse and become waterlogged. Any of these possibilities make the temple vulnerable to fire damage. Evocation
Arawen
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:
The circle of life in a specific part of the warded ward appears dark and lifeless. Until the spell ends, you can use a bonus action to turn the circle into a living organism. You can turn the cube into a creature or a plant, as you animate or pick up a creature or tool. If you bring along a willing creature or a creature that is neither warded nor under the spell's effects, the creature carries with it whatever it carries. The creature carries only if you have a †significantly damaged creature (in which case, the creature‘s †significantly damages the spell’s damage reduction ability is broken, and so on). If you bring along an illusory creature, the illusory creature is created to appear as if it were a creature, and the spell ends. The cylinder seems to be made from magic, and you can use your action to affect it in one of the following ways: • You can cause the cylinder to fill an area of air, a sphere, or some other liquid void, as long as you are touching it and can see it. • You can cause the cylinder to open and close on a creature, opening a sealed door or a trap that the creature is on, or passing through a gateway spell slot of your choice. If you choose these options, the spell ends for an affected creature when it reverts to its normal state, or the cylinder is magically destroyed. • You can cause a cylinder to disappear when the spell ends for an affected creature. • You can create a cylinder with a finger by pouring acid or a similar substance over it, and it disintegrates into harmless dust if it strikes a creature. If you make a cylinder larger than five feet in diameter, you can create a cylinder of your choice made up of one side and one foot. You can shape the cylinder so that its top is flat and the bottom is wider. The cylinder can be made up of up to eight 10-foot cubes with one 5-foot cube at the center and four 10-foot cubes at the corners. If you shape the cylinder so that it is centered on a point you choose, you can create a portal opening into the portal of an extradimensional force that lasts for the duration. The portal opens on your turn or in sequence near a point you choose within range. A portal opens in the space the portal takes you, up to 30 feet, and takes 5d6 fire damage if it is up to you. Fire arrows and quivers fill the portal. Each creature in the portal is affected by one spell of level bard level I or lower for the duration. At Higher Levels. When you cast this spell using a spell slot of 4th or higher level, a fireball or quiver fills a 5-foot cube. It explodes with a gaseous form when you cast it, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. A quiver that is lit fills a 5-foot cube. It ignites flammable objects in its area that aren’t being worn or carried. Conjuration
Arawen
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:
Until the spell ends, you gain the following benefits: • You can use your action to issue simple commands to any creature within 30 feet of you. You can either direct or direct a Large or smaller creature to perform a simple task, such as stand up. Such a creature must make a simple, certain decision: if you are standing next to it, throw either a longsword or a simple crossbow at it, or use a simple, deliberate attack at it. If you do so, you create a simple and precise plan of action that carries out the instructions in its motion, such as opening its mouth or speaking a few words. If you do so, the creature takes 5d10 damage, and it can’t become charmed, controlled, or otherwise affected by a magic item until the spell ends. Transmutation
Arawen
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:
You call forth a nature spirit to protect you. The spirit takes on a form that resembles a full moon, a dawn, or a balmy-heated Wednesday. The spirit creates a harmless sensory effect that predicts what the weather will be at your location during the duration of the spell. The result is something like this: Snow, Storm, Rain, Parkour, Pitchforks, and so on down the line. The spirit is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. Pond. The creature is friendly to you and your companions for the duration. The creature moves within 5 feet of you when you cast this spell. If you move more than 5 feet away from the creature, the creature immediately ends its turn there. Round. The creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. Round 2. The creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. Round 3. The creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. Round 4. The creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. Round 5-10. The creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. Round 11-20. The creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. Round 21-30. The creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. Round 31-40. The creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. Round 41-50. The creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. Round 51-60. The creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. Round 61-100. The creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. Round
Arawen
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:
You call forth the spirits of nature—influenced creatures, poisonous creatures, and so on. Choose an area of air, earth, fire, or water that is 1 inch square and that can’t be more than 10 feet wide. Roll for the spirit count: Medium (24-foot-radius: 24 inches))
Arawen
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:
You create a 1-foot-radius sphere of light centered on a point you can see within range. The sphere remains for the duration. You can alter the sphere by moving it. The sphere doesn’t radiate light. You can also create a sphere of fire as a bonus action on each of your turns. Make a ranged spell attack. On a hit, the target takes 2d6 fire damage and half as much bludgeoning damage. Divination
Arawen
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:
You create a magical beast within range and command that beast in the following ways: • Choose one creature in the area whose challenge rating is equal to or less than the creature’s current level. • You have direct control over the creatures condition. • You make certain that none of the creatures in the area are affected by a spell, other spell, or a special effect affecting them. • You make a magical steed or wyvern weapon attack. If you do so, the steed or wyrm has disadvantage on attack rolls against you. To strike the steed or wyrm, you must make a melee attack with a weapon that deals an excess of hit points. On a hit, the steed or wyrm has advantage on saving throws against its foes spells or by attack rolls, and it can’t use reaction when it attacks a target of its choice within 60 feet of you. Necromancy
Arawen
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:
You create a magic circle on the ground that you can see within range. The circle remains until the spell ends, at which point the circle is drawn into the Astral Plane and everything it touches is a magic circle. The circle can be as small as your hand or as large as your face. If you cast this spell multiple times, you can have up to three spells cast at a time performed by one creature or object in your reach. You can perform one spell in each hand, or you can create a single spell and cast it all the way to the ground, creating a sanctuary from harm. Divination
Arawen
Casting Time: 1 action
Range: Creature or Material
Duration: Duration: Concentration, up to 1 minute
You create an object entirely within reach, inanimate or inanimate. The object is a construct with a 10 percent chance of being replaced by a willing creature. The object appears in an unoccupied space within 5 feet of you. While the object is in motion, you and any creature friendly to you can move it up to 30 feet in any direction until the spell ends. You can put it down as a bonus action on each of your turns, ending the effect on itself on a success. Illusion
Arawen
Casting Time: 1 action
Range: Creature or nonmagical animate object or undead creature; see below for metamagic effect.
Duration:
Transmutation
Arawen
Casting Time: 1 action
Range: Creature, plant
Duration: 10 Days
You bring something magical to a creature’s everyday existence. Something as mundane as a book, a piece of parchment, some paper, a piece of parchment—or some other writing surface—stirred through their everyday routine, and something like the following happens: A creature with an Intelligence score of 2 or lower can’t be targeted by this spell. If the target fails a saving throw, it can choose a new form of magical attack on the turn it enters the next room. The target drops all of its hit points and becomes incapacitated. While incapacitated, the target retains all spell slots it has remaining. The target can use its action to make two melee attacks with one hand, ending the effect on itself on a success. A creature can have only one form of magic attack at a time. If the creature makes two attacks with a magic staff or staff of two hands, it makes the second attack with its two hands. 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. Abjuration
Arawen Divination Arawen EvocationArawen
Casting Time: 1 action
Range: Instantaneous
Duration:
Choose an unoccupied space on the ground that you can see within range and that is up to 10 feet on each side. You cause flammable objects weighing up to five pounds to fall from the space and cause flames to leap from the target to boil. The flammable objects are smoke and vapor, and they extinguish unprotected flames. If you choose a target and extinguish its flames as described in fireball, you can target a second creature with a spray of flares and repels its attacks. You can make a melee spell attack with these spells against the target, provided that the attack hits or the target briefly misses a target, and nothing permanent can be created by their effects. If you hit a target, and it fully uses one of the flammable objects described in this spell, it suffers an effect similar to that of the flammable object that created the effect (no matter what type of creature it affects, the spell fails and the target takes 7d8 fire damage, or half as much damage on a successful save). Evocation
Arawen
Casting Time: 1 action
Range: Instantaneous
Duration:
You choose one object weighing as much as 5 pounds within range as spring water for garnish, serve as an entree, or as a garnish to a soup. You create a soup made from bits of raw flesh, bones, and fat. It has a flavor similar to a stew and can be made into a soup any way that you like. The flavor lingers for up to 1 hour after you drink the soup. You can make a stew based on the flavor. It takes 10 minutes to make. You can sour the soup, but not freeze it. It can be made with water or a sauce made with fresh herbs. The flavor lasts for 1 hour. Eating the soup provides you with 50 percent less alcohol and makes it more palatable to others. It also makes the soup less likely you'll stumble upon a treasure chest filled with treasure chest contents. Illusion
Arawen
Casting Time: 1 action
Range: Instantaneous
Duration:
You create a circle of golden radiance centered on a point within range. The circle is an invisible barrier that lasts until the spell ends. It can be closed by a simple mechanical process, even opening a small window. When a barrier is opened, spells that normally target creatures or objects pass through. Nonmagical enchantments that target creatures automatically open or close the barrier. Alternatively, a spell or other magical effect must be triggered by a barrier open or close. A magic circle created by a spell or other magical effect can hold as much as 40,000 gp in value. When you cast the spell, choose one of the following options; or you can create one hundred and twenty-five-foot-long wings and a 20 foot-long trunk centered on the wing. Each wing has AC 15 and 30 hit points. The trunk can hold up to six people, and each person carries with them a stack of 10 hit points. Each creature carrying more than one stack of a spell or a spell slot into the trunk must first find a new and stashed spell or slot into its slot. The trunk can hold one creature or object, so it safely transports you to and from the spell or effect. You can also use a bonus action to create a new trunk and reshape the spell, if you wish. If you do so, you create a new trunk with 1 hit point and move into it automatically. Similarly, you can use a bonus action to create a new trunk and teleport yourself to and from the spell or effect, removing the unstamped or undamped creature from it. If you create a trapdoor or other solid trap, for example, you can use your action to create one on the ground or a floor, leaving a sufficient portion of the trapdoor open to keep the creatures aloft. You decide what action a creature takes and where it moves during its next turn, or you can issue an uncontrolled general direction and strike the creature as if it were prone or flying, ending its turn. For the duration, the creature is surrounded by an invisible wall of solid radiance centered on that point. Abjuration
Arawen
Casting Time: 1 action
Range: Instantaneous
Duration:
You point in a direction you choose, and a piece of meat, a piece of fish, or one of the above specified animals enters the dish and becomes part of the dish. The pieces aren’t consumed but absorbed by the creature. The creature’s food and water are imbued with its flavor, and any vapors created by the piece of meat, fish, or creature are dissipated into the atmosphere at the DM’s discretion. Immediately after the piece of meat, fish, or creature enters the dish, a puff of wind is sounded. Each creature within 10 feet of the object when it appears or who is within 30 feet of it must succeed on a Constitution saving throw or take 1d12 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 2d12 for each slot level above 1st. Evocation
Arawen
Casting Time: 1 action
Range: Magic Armor
Duration: 8 months
One piece of magic armor made from emeralds. Your AC is 3, and your hit point maximum is 25,000. While in the armor, you can use a bonus action to make melee attacks with the armor, which has a range of 500 feet. You can target one creature or object within range and have the armor automatically affect it. Make the attack roll with the armor, which has a range of 500 feet. If you hit the target with the armor, it takes 2d6 damage of the type you chose, and the spell ends. The enchantment ends if the item is consumed by a target other than the target’s designated magical beast or a harmful spell that would target the target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the armor gradually becomes permanent and never w ere restored. Transmutation
Arawen
Casting Time: 1 action
Range: Magic weapon
Duration: 15 Days
You learn the meaning and extent of magic within a nonmagical object or a magical sensor used for detection or casting casting magic. Nonmagical objects and magical sensors can detect magic within 1,000 feet of the object or sensor and magically remove that magic. In addition, when a magic item is cast into a nonmagical object, magic that normally warded the magical object from detection automatically disables the casting and emits a faint, deafening sound. Illusion
Arawen NecromancyArawen
Casting Time: 1 action
Range: Necromancy120
Duration: Concentration, up to 1 hour
This spell creates a vision that abounds within a willing creature for the duration. The creature’s vision is obscured and the area dangerous to the creature’s current environment can’t be more than 30 feet long, 10 feet wide, and 5 feet tall. One that you choose must succeed on a Dexterity saving throw or be blinded for 1 minute. The blindness condition can be waived if you choose. The illusion lasts for the duration, with an 8-minute duration in a guild guild hall or a guild hall's major hall. When the illusion senses danger, it predicts the outcome of a dangerous battle, either using statistics drawn from an action or a record that is at least as detailed and detailed as a battle log. Thus, when the illusion comes to rely on a prediction made by a legendary knight of a certain era, the battle would be won by a much more determined knight instead of a general battle of general importance. Necromancy120 Concentration, up to 1 hour For the duration, you manipulate the air within a structure in range. Each 5-foot-diameter cylinder that you create grants you a 360-degree 360-degree 180-degree 360-degree 360-degree 180-degree 180-degree 180-degree 180-degree Transmutation
Arawen Necromancy, abjuration Arawen SelfArawen
Casting Time: 1 action
Range: Self (10-mile radius)
Duration: Instantaneous
You choose two targets to strike. Each of the targets must be within 10 feet of you (including you). Each target must make a Dexterity saving throw. The target takes 4d6 damage of the type you choose when it hits or misses. On a successful save, the spell ends. Evocation
Arawen
Casting Time: 1 action
Range: Self (10 minutes cooldown)
Duration: Instantaneous
You strike with the force of the tides, tearing up the land and forcing the natural barriers that keep it line. Choose any number of trees within range that are undergrowth or planted undergrowth. You or someone else can cause them to turn irate. Any creature within 10 feet of the affected trees must make a Dexterity saving throw. On a failed save, the creature takes 2d10 bludgeoning damage and is restrained for the entire duration. If the creature enters the spell with a melee weapon or a spell that has a 50-foot range, it can make a Strength saving throw with disadvantage. 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 use its action on a subsequent turn to make the same check against your spell save DC. Conjuration
Arawen
Casting Time: 1 action
Range: Self (30-foot cone)
Duration: Instantaneous
You transform up to ten beastkinds into mindless servants. They take 10d4 necrotic damage at the start of each of your turns, and each affected one assumes the hit points of its fallen enemies. Each affected servant disappears when it drops to 0 hit points. It takes 14 hours for a demigod to awaken, at which point the servant repeats its transformation and can no longer be charmed. If the demigod starts its turn in an unoccupied space within 30 feet of the target, it can use the bonus action to immediately assume the hit points of its fallen enemies, which must then awaken. Abi-Dalzann
Arawen
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
Your mind begins to fill with dreams. Until the spell ends, you gain the ability to mentally fill up to three of the following dreams with a magical effect. You can create one of the following effects with a fresh incantation. You can affect only one of these effects at a time. Each effect can be prevented by one of the following ways: • Removing an affected dream from an affected creature causes the creature to scream in alarm; please make the creature sing, dance, or otherwise be affected by the effect for 1 hour • Using any effect of an illusory effect on an illusory creature causes the creature to make an intelligible utterance that is unintelligible to the creature for 1 hour • Using any effect of an illusory effect on an illusory object causes the creature to carry out an illusory function of the object for 1 hour • Using anything created by an illusory effect on an object to make an intelligible intelligible utterance is capable of making an intelligible utterance unintelligible to the creature for 1 hour • Using anything created by an illusory effect on an object to make an intelligible doze off for an hour is capable of making an intelligible doze off; please make the creature carry out an illusory function of the object for 1 hour • Using anything created by an illusory effect on an object to make an intelligible gesture is capable of making the creature gesture intelligently for 1 hour • Using any effect of an illusory effect on an object to make someone else feel something amiss for 1 hour, or you can specify different effects that can be used to cause an effect to work in each case. You must allow 30 days for each one wrought by this spell to finish. Illusion
Arawen
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You call forth a shadowy figure to protect you. You choose the shadowy form from visible light or dim light, as well as from darkvision out to a distance of 30 feet. The shadowy form can’t be invisible, and any creature that can see it must make a Wisdom saving throw against your invisibility spell or be affected by its form on a success. The form is heavily obscured, and creatures that can’t see you can’t see the shadowy form. The shadowy creature can’t move or take actions at all. During its time in the air, the figure can’t attack, and it has disadvantage on attack rolls against creatures that can’t see you. The shadowy creature can’t detect you, and if it does, it gains a - 2 penalty to its attack rolls and saving throws. Illusion
Arawen
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You create a magical beast to serve as your personal protectress. You choose one beast type (eg, charmed, fey, giant, or warhorse) and make a magic attack using it. The magical beast is friendly to you until the spell ends. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Abjuration
Arawen
Casting Time: 1 action
Range: Special;
Duration: 8 Hours
You create a warp that tears apart a Large or smaller solid object you touch. The object is a piece of solid metal or stone that has a radius of 5 feet and is within 5 feet of you. The warp remains for the duration and deals 3d8 necrotic damage to any creature that fails its saving throw against its warp. This spell creates a warp at the target object that is no larger than a 10-foot cube, that is, a warp that extends from the object as far as you are able and extends its length in a straight line across the ground (the warp lasts for the duration), up to 30 feet, and up to 30 feet across a flat surface (such as a table or a wall) within range. The warp spreads out across the ground and ends when you reach your high school entrance or when you cast the spell you are preparing for the new school year. Transmutation
Arawen
Casting Time: 1 action
Range: Touch
Duration: 1 minute
You draw a globe from the ground at the same point you hit with a melee weapon using a spell slot of your choice that you use everyday. It glows bright light in a 30-foot radius and dim light for an additional 30 feet. The globe remains for the spell’s duration and emits bright light in the same manner as if it w ereduced daylight to 30 feet. 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
Arawen
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch a point and infuse an area around it with magic for the duration. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. The spell lasts for the duration or until you use an action to dismiss it. The affected target can use an action to make a Wisdom saving throw or end the spell. On a success, the spell ends. Enchantment
Arawen TransmutationArawen
Casting Time: 1 action
Range: Unlimited Duration
Duration:
Until dispelled, whenever you target a Large or smaller creature with a spell, an aura appears within 5 feet of that creature. The aura can range from a faint aura (range 30 feet) to a potent aura (range 100 feet), as determined by the aura class of the target. If any condition or effect requires concentration, it canNOT be waived. The curse can also operate against the target, causing it harm, imprisonment, or even death. Transmutation
Arawen
Casting Time: 1 action
Range: Unspecified
Duration:
Divination
Aurars
Casting Time: 1 action
Range: 0.5 seconds
Duration: 1.5 seconds
2 hours 30 minutes Instantaneous Choose a point you can see within range. You choose one of the following options when you make a ranged spell attack: You gain the bonus to the attack. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can increase the bonus by one step for each slot level above 2nd. Conjuration
Aurars 0 AC Aurars 1Aurars
Casting Time: 1 action
Range: 10
Duration: 1 Hour
A creature of your choice that you can see within range assumes the form of a beast and appears in space for the duration. The creature is friendly to you and your companions for the duration. The creature can speak one language of your choice that is either native to the area or spoken by at least one other creature (your choice). The creature appears in the space for the duration on the ground, so that it and its companions can hear you. The creature is conscious when it leaves the space and can’t assume the creature’s shadow form. The creature is under the effects of a -2 penalty to AC and Dexterity saving throws. Transmutation
Aurars
Casting Time: 1 action
Range: 10
Duration: 1 Hour
This spell allows a creature that is immune to being charmed to make a Wisdom saving throw. On a failed save, a creature becomes charmed by this spell for the duration. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Necromancy
Aurars
Casting Time: 1 action
Range: 10
Duration: 1 Hour
You invoke an invisible demon, a spectral fiend or a devil to guard a certain tomb or entrance. Anything of the following characteristics applies to the target: • Any creature or object created by this spell’s construction or its component components who w ere associated with either group or sworn to an allegiance with a specific god or deity • Any creature or object created by this spell’s construction or its component components who w eres associated with either group or sworn to an allegiance with a specific god or deity. Whether the creatures are created or undead depends upon the nature of the tomb or entrance. If the creatures aren’t undead, they can be summoned and thus protected while the spell is in effect. Illusion
Aurars
Casting Time: 1 action
Range: 10
Duration: 1 Hour
You invoke magical energy between you and a creature you can see within range. The target must succeed on a Wisdom saving throw or become charmed by you for the duration, or you can cause the target to be charmed by you for the duration. The spell has no effect on undead. Transmutation
Aurars
Casting Time: 1 action
Range: 10
Duration: 1 Hour
You summon a spectral dragon from the plane of existence you choose: the dark abomination Morkin the Ever-Wishing, the black abomination Urdor the Ever-Wiser, or the high priestess Urdor the Ever-Wiser. Choose any number of willing creatures you can see within range. You make a melee spell attack for each creature seen within range. On a hit, the target takes 2d6 necrotic damage; it is blinded and limp to the ground for 1 minute. Any effect that removes a disease allows you to shift the target to a different form, but you can’t do so. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Necromancy
Aurars
Casting Time: 1 action
Range: 10
Duration: 6 months
You call forth spirits to protect you. They flit around you to a distance of 10 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast the spell and as a bonus action on each of your turns until the spell ends, you can dismiss the call and cause the summoned spirits to move on your turn. They appear in an unoccupied space on the ground within range. The spirits appear for each creature they touch, and they appear to be in the summoned form. If you call a creature up to the 10-foot barrier, it and all its friends fly in a straight line up to 30 feet away from it. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the challenge rating increases by 1 for each slot level above 3rd. Conjuration
Aurars
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 day
This spell brings a creature’s summoned beast back to life. You choose a creature type, as determined by the DM, that is part undead, half undead, or half the creature’s original size and is still being trained to become a full-sized beast. The beast’s restored size isn’t reduced to 0 hit points or reduced to any other status. The spell ends if the creature drops to 0 hit points, if it reverts to its original body parts, or if the creature’s entire reanimation process is interrupted. Abjuration
Aurars
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour
You create a pillar that rises out of the floor and reaches 10 feet in height. You can create the pillar as a bonus action on each of your turns to create a pillar of stone or a solid solid brick. If you choose stone, you create a pillar with a successful strike dealing it a number of times as much damage as you would an ordinary stone pillar. As a bonus action on each of your turns, you can move the pillar up to 30 feet in any direction, stopping short of it. It stops moving if it moves too slowly. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, a pillar created by a successful dispel magic spell can be pulled up to 30 feet in any direction. If a pillar isn’t pulled up to 30 feet in one direction, it is pulled up to 40 feet in that direction instead. Conjuration
Aurars
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour
You invoke the power of the dark to assail up to six creatures of your choice that you can see within range. You choose one of the following types of creatures: celestials, elementals, fey, fiends, or undead. The target must succeed on a Constitution saving throw or be affected by one of the following spells of 8th level or lower. The affected target can’t cast spells, activate magic items, or do anything else that affects its physical appearance. The affected target’s hit points and Hit Dice equals your hit point maximum. As a bonus action on your turn, you can mentally command any creature you animated with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature w ill take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating a new one. At Higher Levels. When you cast this spell using a 6th-level spell slot, you can animate or reassert control over four ghouls. When you cast this spell using a 7th-level spell slot, you can animate or reassert control over five ghouls or two ghasts or wights. When you cast this spell using a spell slot of 8th level or higher, you can animate or reassert control over six ghouls, three ghasts or wights, or two mummies. Necromancy
Aurars
Casting Time: 1 action
Range: 10 days
Duration:
You transform the visible surface of an undead or an oozing lump into light and darkness. The transformation lasts for the duration, and the target can use a Wisdom (Perception) check against your spell save DC to recognize the presence of the transformation and make a Wisdom (Conjuration) check against your spell save DC. The check succeeds if the target can’t see or heard any other creature. If it can’t see or heard anything, the creature can use a Wisdom (Perception) check against your spell save DC to resist the transformation. You can further refine the transformation by making it seem real. For example, you might make an impossible task a possibility with a transformation that only works if you cast a spell that doesn’t require the target’s attunement to fully materialize. While the phantasmal appearance of this transformation might make the task a reality, it doesnt seem to be possible with a normal spell save. As an action on your turn, you can use an action on your turn to transform the target, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. The phantasm assumes a humanoid form called a lich (inset below in bold). This lich is your normal demigod cousin. To gain entrance into the lich’s lair, use a DC 20 Intelligence check against your spell save DC. If successful, you become a lich for the duration. At the DM’s option, you might choose a different form, but for the duration at which you appear in the image, you have resistance to half damage rolls made against you. As a bonus action on your turn to deal half damage to the phantasm, you can use both of your turns to transform the target. You can’t take any actions during the transformation, other than to assume the target’s lich form. You remain under the image’s physical form, acting as a lich until the spell ends. A transformation lasts for the duration, and the transformation can’t reduce or otherwise affect it until the end of your next turn. The transformation can’t leave your body. If the target w as paralyzed, stunned, or poisoned during the spell’s duration, the target is also unaffected. Transmutation
Aurars
Casting Time: 1 action
Range: 1 (100-foot—radius)
Duration: Instantaneous
For the duration, up to six creatures of your choice that you can see within range are immune to being frightened and instead always succeed on a Wisdom saving throw against polymorph effects. For the duration, a creature can have only one of these magical beasts on its turn, and it may not have more than one beast companions on its turn of the turn. These beasts receive 10 temporary hit points. Whenever a willing creature with a temporary hit point above 5th level ‘„ or less reaches 5th level (or higher), the temporary hit points become permanent and can’t be reduced to no fewer than four temporary hit points at any time. 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. Conjuration
Aurars
Casting Time: 1 action
Range: 120
Duration: 1 Hour
A sphere of light appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d8 radiant damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Evocation
Aurars
Casting Time: 1 action
Range: 120
Duration: 6 Hours
An undead creature that you choose must make a Wisdom saving throw to see it restored to life, and this saves DC is Wisdom based. If you cast this spell without expending any concentration or other means, the creature regains life and uses magic tools (including the irdic), a staff, or a similar effect to grant it some life, until it dies. This restoration also lasts for the duration, if the creature’s corpse is on the casting list of all other creatures of your choice. You can create a new restored creature by raising a dead humanoid target level by 1; one creature of your choice that you can see and that can’t become maimed must move to a spot where it has no memory of where it began. The creature’s speed and armor rating are reduced by half, and it suffers from a sleep spell. When the creature appears dead, it must still make a Wisdom saving throw. It takes 4d8 necrotic damage on a failed save, or half as much damage on a successful one. Alternatively, if you use an undead spell, the creature takes 4d8 necrotic damage on a failed save, and half as much damage on a successful one. If you have a necrotic component, you animate and replace the component with a different one, creating a new component and moving the existing one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate and replace a component that was missing with another component of the same kind, creature, or object, creating a new component and moving the existing one. A creature can benefit from having two components of the same kind (such as a tail or a staff), if they can cast the spell multiple times. Transmutation Touch 24 Hours You touch a willing creature and give it a spell of unknown casting ability that it must meet in order to cast the spell of the chosen spell. The target gains no benefit from protection from energy or daylight, and the spell doesn’t protect it from harmful magical effects, such as death rays or negative energy, from outside the spell’s range. Once cast, the spell has no affected targets, and the spell doesn’t have its duration. If you cast this spell over a 30-foot wide open field, an earthquake can crush the barrier there, and water can flow freely in and around it. Until the spell ends, if you have a construction or other protective spell slot, you can use that slot to cast that spell if the construct suits its nature, as part of casting dragon breath. Conjuration
Aurars
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
You and up to eight willing creatures who link hands in a circle when you cast the spell must make a Constitution saving throw. On a failed save, a creature becomes a creature of challenge rating level II, and it is immune to all damage and conditions until the end of your next turn. Also, the first time each turn that an affected creature enters the spell’s area for the first time on a turn or ends its turn there, the creature must succeed on a Constitution saving throw or take 3d8 damage of the chosen type on a Constitution saving throw. Evocation
Aurars
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
You call forth spirits to protect you. They flit around you to a distance of 30 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. 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. Conjuration
Aurars
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
You create a spectral messenger, a spirit that takes on a different form every day for the next 24 hours. Creatures that do not obey a spell’s restrictions on undead or plants life (but wish to animate or become undead) have disadvantage on attack rolls against you. When you cast this spell and as a bonus action on each of your turns until the spell ends, you can also create a spectral messenger by casting a spell that summons a spectral creature, creating a spectral messenger within range. You might summon a smaller, spectral messenger, or several spectral creatures. When you cast this spell, the spectral messenger disappears and the spell ends. You can no longer dismiss the spell. While the spell is in its component components, you can dismiss several other spells with this spell. The first time each day that you need to cast a spell to complete a long rest, you can do so again, requiring only a single disarming and offering a brief prayer of thanks. The second time you need to do so again, you can do so multiple times, requiring only a single disarming prayer. Finally, you can create a spectral shield, which wards off attack and spell damage for each spectral creature you choose within 5 feet of you. Summoning Fey 1 Hour You create a fey, a fey beast, or a fey creature with a spell slot of 2nd level or lower. The fey creature appears at the start of your next turn as a fey creature, with which you have a spellcasting ability. It obeys any verbal commands that you issue to it (no action required by you), as long as those commands don’t violate any of the creatures' natural armor or physical form, and it continues to do so, even if it can’t attack. Its movement doesn’t violate any of the creatures natural abilities, such as the saving throw made to take the attack or use a bonus action to use a bonus action to switch to a different form. The fey creature is friendly to you and your companions for the duration. If you cast this spell multiple times, you can have up to three fey creatures created at a time, and you can dismiss such a fey creature as an action. While conjured up as a fey creature, the fey creature can’t attack or cast spells. Whenever you cast a nonmagical spell, you can banish one of the fey creatures created at the same time. You can create one fey creature on the ground or in a mountain range. The fey creature is friendly to you and your companions for the duration. You can banish a fey creature created at any location within 30 feet of you and up to 30 feet behind a fey chamber or a similar structure. A fey creature created under a spell is friendly to you and your companions until the spell ends. Conjuration
Aurars
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
You invoke the power of the veil to protect you from harm. Until the spell ends, any creature who ends its turn within 10 feet of you or who starts its turn there must succeed on a Strength saving throw or take 1d8 necrotic damage. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Conjuration
Aurars
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You conjure up a wall of swirling energy that resembles a sphere, made of magical energy. Choose an area of water that you can see within range. The wall appears at a point that you can see within range. The wall appears to be a cylinder made up of bright light centered on a point you choose within range. Any creature that starts its turn in the wall’s space and that enters it through that opening must make a Wisdom saving throw. On a failed save, a creature is restrained by the wall and is engulfed in magical energy that is indistinguishable from that created by the wall. Subtract the number rolled from the initial success rate and successful cube of time as determined by the deity. The wall also has a successful dispel magic spell effect on it. A dispel magic spell cast on the wall requires a successful save against a spell cast by a higher level spell slot than the one it replaces. Abjuration
Aurars
Casting Time: 1 action
Range: 120
Duration:
Conjuration
Aurars
Casting Time: 1 action
Range: 150
Duration: 1 Hour
You touch one humanoid who has reached the stage of maturity at which it can speak, cast spells, or read the contents of an empty space. The target’s speed is halved until the spell ends, and it gains no special senses other than a alertness bonus to AC and ranged attacks, and it becomes charmed in its current form. The target is incapacitated and unable to move. It can use a bonus action to raise its speed by one step, sending it tumbling over the edge, back to its original abode. If the target can reach the threshold, it can choose a new form and use that one again. The first time, the target can roll a d4 and add the number rolled to its attack roll or attack attack roll. The second time, the target can roll both d8s and d20s, and every time it takes a d20 roll, it can roll the same number, bringing it to her choice of new form or summoning it back to life. The target can’t attack or cast spells. The spell ends if the target willingly reverts to its original form. Transmutation
Aurars
Casting Time: 1 action
Range: 150
Duration: 24 Hours
A glyph appears on a creature’s person, stating what it knows. The glyph is a simulacrum of reality and can be as long as 60 days. If you cast this spell on the same creature as a whole, using different spell slots, the simulacrum ends up in a different slot than it started with. Creatures aren’t necessarily alike, so this spell's effect can’t overlap. Transmutation
Aurars
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes
As you cast this spell, you can assume a different form for each slot level above 3rd. While the spell lasts, you can use any level above 2nd level to gain a specific task or activity. The task or activity can be a simple (1-10),(11-150),(151-300), or(301-450). You must be able to stand the spell’s height to be able to levitate. Also, the target must be within 10 feet of you. Simple Task. You attempt to draw a straight line running along the edge of your body in a direction you choose before entering the spell’s area. The line repeats until you reach the point you drew and the spell ends. Simple Activity. You attempt to draw a mechanical object that can be damaged and thus breached. The object can be a creature, a structure, or a memory. The object can be a creature or a creation of magical force, such as the restoration of life or a specific spell. 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
Aurars
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes
You call forth spirits to protect you. They flit around you to a distance of 150 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 2d8 radiant damage (if you are good or neutral) or 2d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Conjuration
Aurars
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour
This spell grants the willing creature you touch the ability to perceive and manipulate things within 30 feet of it. Anything the target is wearing or carrying is within that 30-foot range and can’t be trammelled by this spell. If the target is so sensitive, the spell triggers when it deals 1d6 damage to a creature or a portion of a creature’s body; it triggers when a creature uses its action to take the hit. The spell can trigger multiple times, and you can target one trigger with a bonus action on each of your turns. Illusion
Aurars
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour
You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. 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. Conjuration
Aurars
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour
You call forth spirits to protect you. They flit around you to a distance of 60 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. To a target that is Good or neutral, the spectral form appears monstrous. 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. Conjuration
Aurars
Casting Time: 1 action
Range: 15
Duration: 1 minute
For the duration, you have a flying speed of 30 feet and move at 60 feet per day for the duration. You can test the wind effect by putting the wind on your person. You can also use your reaction to move up or down 100 feet in any direction. Evocation
Aurars
Casting Time: 1 action
Range: 15
Duration: Concentration, up to 10 minutes
This spell allows a creature that you choose (or who has a similar name) to make two illusory magical connections to an area of solid metal, magically visible for a moment and tangible for the creature to identify for it. This magic can be especially effective against creatures that are difficult to target, such as stone giants, giants, or siege engines. The creature can make a Wisdom saving throw; if it succeeds, it travels to an unoccupied space within 10 feet of you that you can see (otherwise known as a "traitor," this spell ends immediately). While on the move, the target can carry on an activity it normally performed, such as standing up or folding its arms, until it has completed the activity and is ready to do so again, and it can repeat the saving throw. The spell ends if the target moves out of line of sight of you or if you use your action to move into hiding. Illusion
Aurars
Casting Time: 1 action
Range: 15
Duration: Self
You touch a creature who is incapacitated. The target’s speed is doubled, it’s Wisdom score is doubled, and it can’t become unconscious until the spell ends. Necromancy
Aurars
Casting Time: 1 action
Range: 1 hour
Duration: 1 mile
30 minutes (within range) InstantaneousゼウスYou choose one creature you can see within range. The target must succeed on a Dexterity saving throw or take 2d6 radiant damage on a failed save, or half as much damage on a successful one. The target also takes half as much damage from nonmagical weapons and ammunition. Conjuration
Aurars
Casting Time: 1 action
Range: 1 hour
Duration: 2 hours, up to 1 hour up to 10 minutes.
Transmutation
Aurars
Casting Time: 1 action
Range: 1 hour
Duration: 30
Aura aura that lasts for the duration. You gain the following benefits: You can’t be charmed by more than one creature of the same type and type in the aura.” You can’t be charmed by up to three creatures of the same type and type in the aura. 150 Conjuration
Aurars
Casting Time: 1 action
Range: 1 Hour
Duration:
3 A creature you can see that is within 5 feet of you takes 2d6 psychic damage on a failed save, or half as much damage on a successful one. This damage increases by 2d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration
Aurars
Casting Time: 1 action
Range: 1 Hour
Duration:
A creature wearing this armor or worn by it when it enters the game is immune to damage for 1 minute. The spell ends if you or a creature you designate for this spell ends its turn in an unoccupied space occupied by the creature. Conjuration
Aurars
Casting Time: 1 action
Range: 1 Hour
Duration:
As you speak a command, a creature within range provokes a beam of yellow-green light from within a 500-foot radius sphere centered on the target creature. Each creature in the sphere must make a Constitution saving throw. On a failed save, a creature takes 1d8 radiant damage and has disadvantage on the next weapon attack roll it makes before the spell ends. If a rod of cancellation or an illusory web spell ends before the spell ends, a creature takes 1d8 radiant damage from it, and 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 3rd. Evocation
Aurars
Casting Time: 1 action
Range: 1 Hour
Duration:
Choose a target, up to ten feet away, that you can see within range. You create a small earthquake within range and send it rumbling down a 40-foot-radiusaneffective grove of craters, churning up to 20 feet of floor space and 1 foot of TNT-like surface. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d6 bludgeoning damage and is restrained for the spell’s duration. A creature restrained by the spell can use its action to make a Strength check against your spell save DC to break the spell’s immunity to cold damage, and it takes half as much damage and is restrained (until the spell ends) when it does so. A creature that breaks the spell’s immunity to cold damage has its hit point maximum reduced by an additional 1d6, and the spell’s damage increases by 1d6 for each level above 1st. Necromancy
Aurars
Casting Time: 1 action
Range: 1 Hour
Duration: Instantaneous
You create a spectral creature of your choice that you can see within range. The creature must be within 30 feet of you within the spell’s area. The target must succeed on a Wisdom saving throw or take 1d6 necrotic damage when you hit the creature. The creature takes half as much damage on a failed save and half as much damage on a successful one. The spell ends if the creature has more than 1 hit point. Conjuration
Aurars
Casting Time: 1 action
Range: 1 hour
Duration:
This spell creates a permanent magical portal between you and your permanent target, at a location you select within 120 feet of you. You can create such a portal by using a spell slot of 2nd level or higher. You create the portal by casting a spell of 5th level or lower, such as a ward spell, by spending 1 minute shaping a trapdoor and 5 minutes shaping a trapdoor-shaped door. Conjuration
Aurars
Casting Time: 1 action
Range: 1 Hour
Duration:
This spell creates portals in the ground beneath a city, a region or an area within a place of general or religious importance. The portals open on each creature within the portal, opening in a randomly selected direction (see below). A creature that enters the portal opens a gateway to a different area of the city (such as a temple, inn, or shopping center), as well as a waypoint point to an area of active activity (such as a holy grail) that you know is within reach. The gateway is large enough to contain up to eight creatures (your choice, not necessarily the size of the portal) and has a diameter of 10 feet. The gateway opens in an extradimensional space that lasts for the duration. You decide when the portal opens and when it closes. Objects entering the portal are transported to the closest known entry point and departed from the portal instantly. You can use this spell to banish an extradimensional creature to an extradimensional space you have described. If the creature’s space is occupied by an occupied space (such as a servant’s bed or the wicker storage area on the floor of an abode), the creature is transported to that occupied space and remains there until the spell ends. Alternatively, you can cause the extradimensional creature to disappear and reappear in the space it left or in another nonoccupied space that you can see. The creature is hostile toward you and your companions. The creature is immune to all damage and can’t use reactions. Conjuration
Aurars
Casting Time: 1 action
Range: 1 Hour
Duration:
This spell takes effect immediately on a target that you can see within range. You can cast this spell up to hours before the spell ends. Abjuration
Aurars
Casting Time: 1 action
Range: 1 Hour
Duration:
You adopt another creature as a new friend. You learn how to communicate with the creature, and the creature recognizes you as the one you are and can hear you through the creature. You can also use your reaction to move the creature to another location for the duration of the spell. The creature must be within 30 feet of you when you cast the spell. Conjuration
Aurars
Casting Time: 1 action
Range: 1 Hour
Duration:
You attempt to charm a creature that you can see within range. When the target speaks, it must make a Charisma saving throw. On a failed save, the creature must use its reaction to move away from you in a direction of your choice, take a short walk, or use a reaction. The creature can move up to 60 feet before falling. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 3rd. Conjuration
Aurars
Casting Time: 1 action
Range: 1 Hour
Duration:
You cause up to three creatures of your choice that you can see within range to make a Wisdom saving throw. A creature takes 6d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The ability effect can occur only once. Conjuration
Aurars
Casting Time: 1 action
Range: 1 Hour
Duration:
You create a magic circle with range and a radius of 30 feet. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 2d6 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and is restrained by the circle and is no longer restrained by the circle. Conjuration
Aurars
Casting Time: 1 action
Range: 1 Hour
Duration:
You create a ward against magic. Choose a sphere, cube, or cubicle made from solid gold or silver. Each sphere has a diameter of 5 feet and a height of up to 30 feet. Each cube has a diameter of 10 feet and a height of up to 30 feet. Each cubicle has a diameter of 30 feet and a height of up to 50 feet. When you cast the spell, you can choose a number of existing wards within 30 feet of one another. When you cast this spell, you can have up to three wards created at a time, and you can create one additional ward at a time. While a ward creates, a magic item that you touch is no longer affected by it. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create a third ward created by dividing the number of wards created by the first spell slot you use by 2. When you use a spell slot of 7th level or higher, you can create a fourth ward created by dividing the number of wards created by the fifth spell slot by 2. Abjuration
Aurars
Casting Time: 1 action
Range: 1 Hour
Duration:
You create or animate an object of Medium size within range and create a solid barrier of ice between you and the object. You make the barrier up to 60 feet thick, and the solid barrier lasts for the duration. Whenever an affected object hits a creature or strikes a creature, a solid barrier springs forth, centered on the object. Any creature or object that enters the barrier is made into a pillar of ice and instantly stops moving. Any creature or object that enters the barrier and damages any creatures or objects inside the barrier’s area is pulled in one of the following directions: Up or to the nearest solid wall. Left—150 feet A straight line forms between you and the object, passing through a gap in the barrier. Any creature or object that starts its turn in the line and who is within its reach is pulled 5 feet toward the right. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the amount of ice in the barrier increases by 30 for each slot level above 4th. Transmutation
Aurars
Casting Time: 1 action
Range: 1 Hour
Duration:
You create or reshape up to twenty-five magical objects—including books, scrolls, incantations, and statues—at your command until the spell ends. Choose one object as your commandment to be carried out, with a visual cue indicating when and where you intend to perform the command. The object must be of acceptable quality and quantity and must match the object’s general condition and visual appearance. The object must be able to hold its contents while the spell ends. If you cast the command while traveling with a group or alone, its contents are usually on the w plane. When the spell ends you either give the command or dismiss it as an action, depending on the object’s condition and object’s visual appearance. If you don’t specify the order in which the command occurs, the specified objects fall into two classes: ordnance and magic items. If you make an ordnance command and no objects are involved, the spell ends early because the ordnance object was damaged during the casting. Magic Items. If your command doesn’t specify a magic item, your magic ends early on an object created by a spell of 4th level or lower created by an effect 4 or lower. You can use magic items created by a spell of 5th level or lower to create or transmute wands and quivers and to cast spells. Spellcasting. You make two spell spells with a casting of 1st level or higher: alter self, banish vampir, or cast polymorph. If you cast each spell using a spell slot of 2nd level or higher, you cast each spell using the slot’s level. The effects of these spells on creatures have no bearing on whether you cast the spell or cast an object component spell. You can use these spells only in combat. During an ocassioné du temps que comprend la même, you can use an effect of your choice that would reduce a creature’s level by 1 if it was already higher than the spell’s level. A creature so reduced must first make a Wisdom saving wish check against your spell save DC. On a success, the creature sinks to 0 hp and remains so for the duration. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Conjuration
Aurars
Casting Time: 1 action
Range: 1 hour
Duration:
You imbue a creature with a magical ability, such as a bard spell, a fey spell, or a mesmerist spell, that affects a creature or a creature component of a creature. the target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. The target also has disadvantage on attack rolls and ability checks. The spell ends on the target. Conjuration
Aurars
Casting Time: 1 action
Range: 1 Hour
Duration:
You make a creature’s voice a murmur when you pass within 100 feet of it. The murmur can be heard over a distance of 100 feet. If you cast this spell through a nonmagical opening, there is a 50 percent chance for you to hear the murmur. This spell has no effect on constructs or undead. Conjuration
Aurars
Casting Time: 1 action
Range: 1 Hour
Duration:
You raise the dead’s intelligence. Choose one of the following benefits when you cast this spell: • You can create 1D6 radiant energy in a location you choose within range. • You can place an antimagic field on an unoccupied space that is completely within range. • You can place an insubstantial gloom spell on an area of low darkness that can’t be more than 10 feet square, making it imperceptible to hostile creatures. • You can cast divining worldview affecting up to three nonmagical plants within 60 feet of you (no more than once per day). • You can use your action to create a message inscribed on any plant you choose within 60 feet of you, in any language you know, in any detail you choose, or in any sequence you choose. The message might describe the nature of the plants’s danger, the plants’s vitality, or the spell’s potential effects. The message can be read only by one Medium or smaller creature friendly to you. If the spell’s DM chooses an illogical language, such as للتيروهمنا, the spell fails and plants in the spell’s area become frightened while in the spell’s area. Abjuration
Aurars
Casting Time: 1 action
Range: 1 Hour
Duration:
You raise the power of one creature whose level has been raised or fallen for the duration. For the duration, the creature has resistance to one damage type of your choice: acid, cold, ile, fire, lightning, or thunder. The creature can use its action to make a douse of acid upon itself, or a similar spell. Once, whenever an affected creature exposed to acid or acid acid iliac or bile uses a spell of 3rd level or higher on its turn, the creature is no longer affected. Evocation
Aurars
Casting Time: 1 action
Range: 1 Hour
Duration:
Your magic results in one effect you choose at the start of each of your turns: • Choose one creature’s speed, or • Reduce the speed of one creature to 0 feet for 1 hour • Reduce the speed of two or more creatures • Reduce a creature’s speed by 30 feet for 1 hour • Reduce a creature’s speed by 30 feet for 1 hour • Reduce a creature’s speed by 30 feet for 1 hour • Reduce a creature’s armor by 50 pounds for 1 hour • Reduce a creature’s speed by 25 feet for 1 hour If the spell’s damage increases for a creature by 50 percent or more, that creature is also reduced to 50 percent or more of the reduced speed for the duration. If you cast the spell again reduce a creature’s speed by 50 percent or more, that creature is also reduced to 50 percent or more of the reduced speed for the duration. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the reduction increases by 1 inch for each slot level above 6th. Transmutation
Aurars
Casting Time: 1 action
Range: 1 Hour
Duration:
You teleport yourself to any point along the grounds of a temple dedicated to a god or a goddess. The spell fails if you cast it as an illusion, a representation of that god, or if you cast the spell as a divine or holy servant. You choose a location on the ground or in the air that attracts creatures, such as a mountain. Creatures within 30 feet of the point you cast the spell can see into the earth for the area to rest. Creatures within 30 feet of the point where you cast the spell can’t leave the area, and they can’t pass by a creature within 30 feet of the point where you cast the spell. Creatures within 10 feet of the point where you cast the spell can’t leave the area, and they can’t attack a creature within 10 feet of the point where you cast the spell. If you use an action to dismiss the spell and immediately end your turn there, you can attempt to teleport two additional creatures, which must be within 30 feet of the point where you cast the spell. Otherwise, the first creature to arrive at the destination instantaneously withers into ash, and the second creature instantly regains 1d10 mortal wounds. When the spell ends, the spell ends for each creature within 30 feet of the point where you cast it. Conjuration
Aurars
Casting Time: 1 action
Range: 1 Hour
Duration:
You transform Auras into glowing orbs, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. The transformation lasts for the duration. Appearing in an unoccupied space within range, the orbs resemble those of a natural demon or a spectral creature, and they take on a spectral appearance. Once per day as a move action, you can cause one orb to leap from one creature within 30 feet of you and strike another creature within 30 feet of you with a sling weapon. The orb is unprotected and emits a dazzling display of colors and odors until the spell ends. Until the spell ends, you can use a bonus action to cause one of the creatures you described to use one of the spells listed below on it. A creature must make an Intelligence saving throw for the spell and then make a Wisdom saving throw against the orb’s effects. On a failed save, the creature takes 10d10 radiant damage and is blinded for 1 minute. On a successful save, the creature takes half as much damage and isn’t blinded. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create two additional orbs for each slot level above 3rd. Transmutation
Aurars
Casting Time: 1 action
Range: 1 Mile
Duration: 150
Concentration, up to 16 hours Up to three harmless plants of your choice within range sprout from the ground or one of the following paths (this spell can target any one of these paths, though none of them must be ascending): • In the shape of a flower or shrub, a tree, an area of loose stone, or a cliff. • Within 30 feet of anything it can reach, a leaf or a surface and everything it can see is coated with poison. The poison spreads to all nearby creatures. • At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional harmless plant for each of its 2 levels. Poisonous Cloud 120 Concentration, up to 1 minute This spell destroys harmless clouds in a 60-foot cube that you can see within range. For the duration, any creature in the cloud (including you) is immune to being burned in the same spot. An extinguisher drawn into the cloud, and up to five small rocks strewn about pile into the ground if possible. Dust devil 300 Instantaneous Choose a dust devil in the order you choose (limited to the number of creatures you have selected). For the duration, dust devils appear in the form of puddles, unoccupied spaces, and w feet up to 30 feet high. They can be found crawling on the ground or hovering lazily over uneven terrain. When a dust devil appears, it sheds bright light in a 30—foot radius and dim light for an additional 30 feet. The light doesn't penetrate barriers, molds, or any other material barrier that a creature can see. When a dust devil drops to 0 hit points, or a thick fog appears where it falls, it creates nothing but swirling and swirling dark clouds with which it is unable to fight off the effects of barriers, muggles, or similar obstacles. These dark clouds can cover a 30-foot-radius sphere centered on the dust devil in fire, with a 30 inch diameter sphere centered on the ground. Each creature in the sphere when it forms or which attains the Monster Manual during your next long rest must make a Constitution saving throw. A creature takes 4 d10 Constitution saving throws to break out of the sphere and move away from it when it moves within 30 feet of it. Concentration, up to 1 hour The sphere ignites flammable objects in its area that aren’t being worn or carried. These objects, which are made of opaque or covered wood or stone, are heavily obscured and have a Medium AC of 10 + the spell’s level. When a flammable object touching the sphere strikes the object or impacts it against an object moving against the object’s current path (such as an action or a slot- open an opening), flammable objects that are touching these objects make a Dexterity saving throw. On a failed save, the object or the slot open opens a demiplane, where the objects can be removed using limited or no movement. On a successful save, they remain in the sphere but can’t touch it. A solid surface covering half the surface area of the cube and as many as 30 feet deep, or a portion of the cube and any floors or ceilings there, provides cushioning and might protect exposed ground. A solid surface covering one-fourth the area of the cube and as many as 30 feet across provides support and can protect exposed surfaces. Evocation
Aurars
Casting Time: 1 action
Range: 1 Mile
Duration: 5 minutes
You unleash a raging flame to assail up to five humanoid creatures within range, shedding bright light in a 5-foot radius and dim light for an additional 5 feet. For the duration, each target has disadvantage on attack rolls against you. It also takes 4d8 radiant damage when it ignites a dud. Evocation
Aurars
Casting Time: 1 action
Range: 1 Mile
Duration: Concentration, up to 10 minutes
You call forth spirits to protect you. They flit around you to a distance of one hundred feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see that are friendly to you. You can designate any number of creatures that are evil, and each creature that is an evil duplicate of a known evil creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. While cursed, the creature is incapacitated and has AC 15 hit points. If the creature is killed by an effect that permanently ends its match, the creature repeats the saving throw. It takes 3d6 radiant damage on a failed save, and it is disintegrated if it remains in this form for the duration. 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
Aurars
Casting Time: 1 action
Range: 1 Mile
Duration: Duration: Concentration, up to 1 hour
This spell enables a creature who studies magic to become proficient at manipulating water, stone, or wood with which to craft weapons and armor. A creature with a high concentration of these magic items can manipulate water, stone, or wood as if they were natural stone or wood, creating whirlpools and other suspended orbs that appear in the ground within 30 feet of the target. When a creature moves into the area for the first time on a turn or starts its turn there, the creature can make a Strength or Dexterity check (its choice) against the spell’s saving throw DC. On a success, it can use its reaction to move into the swirling orbs and stop them immediately. Conjuration
Aurars
Casting Time: 1 action
Range: 1 Mile
Duration: Instantaneous
Your movement is limited to line of sight to a creature’s visible side while you are casting this spell. You take 8d6 radiant damage when you reach 5th level (2d6 damage), 11th level (3d6 damage), and 17th level (4d6 damage). Evocation
Aurars
Casting Time: 1 action
Range: 1 Mile
Duration: Instantaneous
You summon a spectral demon from the shadows of the Great Forest. Choose a grove of trees, shrubs, or savannah. Choose one of the following options for its appearance: • One humanoid of challenge rating 2 or lower • Two undead of challenge rating 1 or lower • Four celeste humanoid of challenge rating 2 or lower • Eight celeste humanoid of challenge rating 1 or lower Each celeste creature must be within 30 feet of you when you cast the magic spell or use a bonus action to do so. If you cast this spell multiple times, you can have up to four celeste creatures summoned at a time, though you can have up to twenty celeste creatures at a time summoned by the same spell or bonus action taken. When the summoned creatures let go, they appear as celeste creatures with talons pointing toward the ground at the scene. If you cast this spell multiple times, you can have up to three celeste creatures summoned at a time, though you can have up to twenty celeste creatures at a time summoned by the same spell or bonus action taken to do so. When you summon a celeste creature, you can use a bonus action on each of your turns to make a melee attack with your attack weapon against one creature within reach of your attack, if you have it. On a hit, the target takes 2d10 necrotic damage, and you must finish a long rest to maintain your health. Whenever the spell ends, you might have summoned a celestial, a fey, or a fey demon from the forest. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the number of creatures you can summon increases by four, and the necrotic damage increases by two, for each slot level above 1st. Abjuration
Aurars
Casting Time: 1 action
Range: 1 Mile
Duration:
You awaken to life in one of the following ways: 1. You instantaneously become one with nature, a celestial cousin, an elemental deity, a dark lord, a fey animist, a fiend (a fey animist), or some other evil entity. For the duration, you have resistance to acid, cold, fire, lightning, and thunder damage. 2. You instantaneously transform your body, any part of it you can see, into an undead creature. For the duration, the transformation can’t target you. If you cast this spell again, this spell fails 2nd level and becomes permanent. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, a zombie might appear in an unoccupied space within range. It disappears when it drops to 0 hit points or when the spell ends. A zombie that dies at the end of its current turn is restored to life with advocation and pet. When you use this spell to imbue a zombie with any ability, you choose undead as the new type. The new type is as good as or ahead of its time in terms of being able to move and attack as an undead, or as a zombie with a zombie spell based on its bloodline. The zombie also has a hit point maximum at which to run and jump. It is also much stronger than normal zombies. The zombie has a AC of 5 and 30 hit points per 10-foot section. It has disadvantage on attack rolls and ability checks. It takes 2d6 thunder damage when it crumbles under such force. It makes Strength checks and saving throws with a Strength of 4 or lower a failed attempt at lifting it would fail, and it can’t take any extra damage from attacks. If the zombie w as affected by a spell or effect that requires an Intelligence score of 5 or lower, it instead takes 2d6 thunder damage, and the spell ends 2 days later. Conjuration
Aurars
Casting Time: 1 action
Range: 1 Mile
Duration:
You invoke a shadowy force that reaches from an unoccupied space of your choice within range to assail a target within 60 feet of it, shedding bright light in a 30—foot radius. For the duration, the target can’t become blinded, deafened, or frightened. Illusion
Aurars
Casting Time: 1 action
Range: 1 minute
Duration: 10 minutes
You gain a bonus to your attack rolls with regard to the ability to cast spells. You take the form of one creature for the duration. Conjuration
Aurars
Casting Time: 1 action
Range: 1 minute
Duration:
A creature you touch has disadvantage on attack rolls, ability checks, ability skill checks, ability skill points, and ability skill points gained while the spell is in effect. Conjuration
Aurars
Casting Time: 1 action
Range: 1 minute
Duration:
This spell can’t create a bridge of speed or carry out any task within reach automatically. A creature using a spell slot of 5th level or higher can use her action to speak a word of intent, such as "Forgive me my frailty" or "forgive me my guilt" or "forgive me those I love" to overcome some of the emotions that accompany some of the tasks she wishes to achieve. The spell fails but doesn't create one of the following effects. You can reduce the radius of the bridge by 30 feet or cast this spell on the same spot every day for the next year. You can also dismiss the spell and return to your home plane. Conjuration
Aurars
Casting Time: 1 action
Range: 1 minute
Duration:
You use your action to compel a creature you touch to perform one of the following actions. The creature must make a Wisdom saving throw. On a success, the creature can use its action to do the same thing. On a failure, the creature must repeat the casting, up to an additional minute. The spell fails for the creature if it has the spell slot. Conjuration
Aurars
Casting Time: 1 action
Range: 1 round
Duration:
You choose a point within range that you can see within range. You teleport up to 30 feet to an unoccupied space you choose within 5 feet of it. The teleport lasts until the spell ends or the sphere is broken. It decreases size by one inch for each new size you choose. Starting with the dragon, the cube shrank by one inch each time you cast this spell, for each additional inch you spend, the cube shrinks by two inches. Whenever the cube shrinks, you can make a different teleport spell against a different creature within 30 feet of the point you used the teleportation spell on. Similarly, you can use your action to teleport a creature over a barrier up to 120 feet tall but smaller than the barrier that you use to teleport a creature. Conjuration
Aurars
Casting Time: 1 action
Range: 1 Round
Duration:
You utter a message inscribed within an object you touch and which can be understood only by one creature of your choice for the first time under your control. You and a celestial of challenge rating 5 or lower become the target of a telepathic communiqué. When the spell ends, or the spell fails and a messenger is available to the target, the communiqué is answered and the message lasts until the target leaves your grip and starts its journey back to your home plane. If the spell ends before you reach your destination country, the messenger might return as soon as 10 minutes after you cast the spell (at least if you rely on the messenger to carry you), if not sooner. Roll initiative for the target as a group, which includes you, to determine which of the following words appears: “perceive”ed on the target’s mind overlay a message you choose, audible and otherwise, as soon as possible during the casting of the spell. If you cast this spell while you have half as much health remaining, your group of six creatures becomes aware of the message and can either understand it or ignore it. The DM might instruct you to speak to a celestial of challenge rating 5 or lower, in which case the messenger might appear as an undead component, instead of acting as an illusion. Illusion
Aurars
Casting Time: 1 action
Range: 20
Duration: 10 minutes
This spell allows creatures of Medium size or smaller to mend their wounds. This healing can be performed once per turn or once per turn as a bonus action on each of your turns. The effect can reduce a creature’s damage level by an amount equal to twice the bonus damage you give it. Transmutation
Aurars
Casting Time: 1 action
Range: 2
Duration: 24 Hours
You reach out to one creature that you can see within range. It must make a Wisdom saving throw. On a failed save, the target takes 7d6 psychic damage, and it can’t speak, take any action that requires hands or speech for the spell’s duration. During its next turn, the target can make a Wisdom saving throw with disadvantage if you don’t have sufficient movement to move it. When it does so, it can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. Evocation
Aurars
Casting Time: 1 action
Range: 24 Hours
Duration:
You transform a creature you touch into an illusion that lasts for the duration. For the duration, the target is alert to your presence, to any special abilities that you have, and to objects that you assume hold magical value. To the target’s best advantage, it can make a Wisdom saving throw, taking 10d12 bludgeoning damage on a failed save, or dropping to 2nd level or 2d8 bludgeoning damage on a successful one. The target can’t willingly return to its original form, and any temporary wounds it places on another creature are nonmagical and dissipate when the spell ends. While the target is within 1 mile of you, you can communicate with it telepathically. Abjuration
Aurars
Casting Time: 1 action
Range: 24 Hour
Duration:
You grant bravery to a creature that you can see within range. The target must make a Charisma saving throw. On a failed save, it takes 14d8 damage, or half as much damage on a successful save. The damage type is thunder, which deals 1d8 thunder damage on a failed save. The saving throw must be made before you can use this spell once. Evocation
Aurars
Casting Time: 1 action
Range: 2 hours
Duration:
You create an extradimensional structure on the ground that you can see within range. While in the extradimensional structure, a creature can take nonmagical actions as part of the action it can take to leave the structure. When a creature enters the structure for the first time on a turn or starts its turn there, the creature takes an action that reveals it for the first time on that turn, or made a Wisdom (Perception) action and that spell ends. The illusion lasts until the spell ends. You can use an action to send the plant toward a creature you choose within 60 feet of it, or to cause the plant to move up to 30 feet in a straight line, stopping if it crosses a line that breaks the spell’s opening. The plant produces the following effects when it creates the structure: • A circular pit with 15 feet of stone and 10 feet of rock falls from the pit into a pit trap. The pit traps an unwilling creature within it. When the creature drops to 0 hit points, it is knocked out and transported to another pit trap, or to another space within 30 feet of the pit. At the end of each of its turns, the pit traps an unwilling creature within it. When the creature drops to 0 hit points, it is knocked out and transported to another pit trap, or to another space within 30 feet of the pit. At the end of each of its turns, the pit traps an unwilling creature within it. A flying saucer, for example, traps an unwilling creature in its orbit and travels at high speed toward the saucer. The saucer traps an unwilling creature within its area and can’t leave the area by leaving its area open for the saucer. If the saucer’s area overlaps with the saucer’s interior, the creature is ejected from the saucer’s area and is struck by a missile that lands within the saucer of the saucer’s interior. With each miss, the creature lands in the pit’s pit area and is hurled 3d6 X 10 feet downward, toward the sea. Evocation
Aurars
Casting Time: 1 action
Range: 300
Duration: 4 hours
Your magic grants you the ability to create a sphere of shimmering energy that lasts for the duration. Choose one surface within range, such as a window, a wall, or a staircase, or you can create a vortex within 30 feet of it that causes twisted air to fill for 1 minute. The vortex spreads around corners, and it lasts until cleared. When a creature enters the vortex for the first time on a turn or starts its turn there, it also takes 4d10 force damage and must succeed on a Constitution saving throw or take 2d10 force damage. The vortex is a vortex. It lasts for the duration. When the vortex appears, each creature within its area must make a Strength saving throw, taking 4d10 force damage on a failed save, or half as much damage on a successful one. The vortex moves across the room as if it were spinning. When the vortex appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 3d6 force damage and is restrained until the vortex is cleared. A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained and must either move off the ground or use another action to end its restrained state. A restrained creature can use an action to attack another creature or to cause an object to fall from its outstretched hooves. Evocation
Aurars
Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour
You call forth spirits to protect you. They flit around you to a distance of 30 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. 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. Conjuration
Aurars
Casting Time: 1 action
Range: 30
Duration: 14 Days
For the duration, a villain’s lair appears on the map, drawn in a particular direction relative to the weather on the same plane of existence. The lair occupies the space on the same plane of existence as the lair of the summoned monster, but it doesn’t contain any special terrain. To the blinded or deafened effect of the spell, the lair looks like this: **Darkvision **Enchantment** At 5th level, you can mimic the appearance of one willing creature of your choice that you can see within range. If you choose the mimic, you create a shadowy figure with a 5-foot radius around it that lasts for the duration. You can also use your action to mimic a creature of the same or different alignment, gaining information about it and the creature’s alignment as you use the mimic. It has disadvantage on attack rolls against you, and it makes a Wisdom Wisdom saving throw if you don’t use it before the spell ends. It also makes a Wisdom Wisdom Wisdom (Investigation) check against your spell save DC. If it succeeds, the mimic is invisible, w black, and no longer requires attunement to retain its shadow form. Illusion
Aurars
Casting Time: 1 action
Range: 30
Duration: 1 Hour
This spell grants up to three willing creatures you touch the magical equivalent of an arcane component. For the entire duration, you can make a DC 13 Intelligence saving throw to understand what components are present or hidden. On a successful save, the creature knows its component and isn’t compelled to use it. If it already has that component in its spell used to cast the spell, you can use an Intelligence (Investigation) check against your spell save DC to search for the component whose properties you are familiar with. If you find none, or if the component you search for has different properties, you make a DC 15 Intelligence check against your spell save DC to determine what properties it takes into account. If a spell, spell, or other magical effect creates or overlaps a component that is missing from the spell slot offered by the component, that component is dispelled, and the spell fails. Transmutation
Aurars
Casting Time: 1 action
Range: 30
Duration: 1 Hour
You awaken a creature whose soul has been trapped within a Large or smaller treasure chest. The creature takes 2d6 radiant damage on a failed save, or half as much damage on a successful one. The spell fails if you use your action to open the chest and there are no creatures within it. The creature needs at least 1 minute to gather whatever it is holding, and it can’t move or open anything except for locked doors and containers. When you cast the spell and as a bonus action on your subsequent turns you can switch from saving throw to full-round action. The creature can use its action to make a Constitution saving throw. On a success, it can use its action to move along the surface of the floor until it is overcome with darkness and falls prone. Conjuration
Aurars
Casting Time: 1 action
Range: 30
Duration: 1 Hour
You create an invisible barrier of magical force between you and a creature that you can see within range. The barrier creates an invisible wall of concentrated light in a 50-foot cube on the ground that you can see within range. The barrier lasts for the duration. If you cast this spell targeting a different creature, the barrier falls apart, creating a distraction that can be suppressed by removing the barrier. When you cast this spell on the same creature or a larger area within range, you can designate a spell of 3rd or 4th level that targets both you and the creature. The barrier appears and lasts for the duration. If you cast this spell targeting a different creature or a creature within 10 feet of the barrier, the barrier takes 50 percent less damage and can be destroyed by ranged weapon attacks made against it. Divination
Aurars
Casting Time: 1 action
Range: 30
Duration: 1 Hour
You create a spectral servant of sorts: a giant spectral beast or an undead servant. Its fighting style is melee, and if it has half the hit points of the target (your choice), it makes two weapon attacks with its weapon, and it makes one weapon attack with a sling attack (your choice) against one creature within 5 feet of it. The target can make a Charisma saving throw. On a failed save, it takes 1d6 psychic damage, and it must then make two Wisdom (Perception) checks (your choice) to see who it is fighting. The spell fails if you or someone else uses another spell slot, if you cast this spell while you are casting it, if you use another spell slot, if you have no Spell slots, or if you use more than 10 minutes of movement. A disintegrate spell destroys the creature instantly. 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
Aurars
Casting Time: 1 action
Range: 30
Duration: 24 Hours
A portal is a natural opening into the Astral Plane that lasts for the duration. When you cast this spell, you can create one in six portals on the Astral Plane. You can open a portal on the ground immediately beneath you, or you can close the portal to the Ethereal Plane, opening there to the Ethereal Self. The portal to the Ethereal Plane, as well as the destination of all portals on that plane, appear dimensionally on the ground within 5 feet of the destination. You can specify portals that appear dimensionally on the ground, or you can specify portals on the ground that take you into a different plane. Planets. Each creature in a 30-foot-radius.— or 30 creatures that are within 5 feet of a point of your choice within range. A target can be a place where it doesn’t exist, a place where magic has no effect, or a place where there is no place to cast spells. Languages. You can speak, cast, and manipulate one or more of the following languages: • At will. A to—or diatribe. You communicate with up to words and images of other creatures, up to 500 words—ed, up to 500 words long. • Unbound. You cause a creature to be transported from one place to another by another, shifting the weight of the container so that it is no longer in one place at a time. The container remains there for the duration, and it can use its reaction to move to the nearest unoccupied space that has a maximum carrying capacity of two. • Door. You cause a creature door to magically open and close without expending any real effort. The door must be of a size fixed in the cube you’re in. When you cast this spell, you can specify a password that, when spoken aloud, causes the door to open and close automatically. The door also magically disappears if it is opened again within 30 days. Conjuration
Aurars
Casting Time: 1 action
Range: 30
Duration: 24 Hours
This spell allows a creature’s flying speed to be reduced to 0 feet for the duration if it is hovering and if a creature within 5 feet of the target can hear it. If you or a creature you are flying with can reach the lowest level of flying that you could see in another plane, you and the creature you are flying with are left with a speed of 30 feet while you and the creature are within 30 feet of each other. Conjuration
Aurars
Casting Time: 1 action
Range: 30
Duration: 24 Hours
You gain the ability to speak and animate with a creature’s nature within a manner that seems natural for the creature for the duration. You retain the ability to use an action and animate with the creature, but you have no knowledge of their origin other than your own. You know how they came to the Earth and where they came from. You might learn that some creatures from other planes of existence, if familiar, grew up in the region and aren’t affected. You know how a creature learned how to cast a spell from its mother or from a magic item it uses when it casts a spell.
Aurars
Casting Time: 1 action
Range: 30
Duration: 24 Hours
Your magic reaches its limit by concentrating on a spell of 5th level or lower. For the entire duration, you can’t concentrate on a spell of 6th level or higher. Until the spell ends, whenever you cast this spell, you can use a bonus action on each of your subsequent rounds to switch from concentrating to concentrating on a spell of level 6 or lower. You can also choose to focus on one spell of 7th level or higher, rather than the same spell you are concentrating on, to achieve the same effect. Conjuration
Aurars
Casting Time: 1 action
Range: 30
Duration: 8 hours
This spell creates magic and chaos in the space of a single sphere within range. Each sphere is 5 feet in diameter and 5 feet on each side. Until the spell ends, creatures, plants, and objects in the area fall, become restrained, or become trapped. While restrained by any means, a restrained target can use a bonus action to make a Strength or Dexterity check, and while the restrained target can use its action to make a Strength or Dexterity check, it can’t have more than one use of the spell. A restrained target can use an action to make a Strength or Dexterity check against your spell save DC. On a success, the spell ends. When you cast this spell, you can adjust the area so that one half-mile-square motion of a human standing in it grants the restrained target the benefit of a climbing rope or a similar climbing aid. The rope can restrain a restrained target, and you can also create a rope up to 30 feet long that can restrain up to eight humanoids or one humanoid. You can create additional restraints by creating a cube that overlaps a sphere of water or by blocking a channel from reaching one restrained target. Finally, for each restrained target you choose, the rope warms and tightens, and the spell ends. Conjuration
Aurars
Casting Time: 1 action
Range: 30
Duration: 8 hours
You weave a creature’s clothing in single layer of silk, covering it from head to toe, granting it a silken cloak and exposing it to magical light. The weave lasts for the duration. If the creature comes into contact with a creature who’s wearing light armor or light armor that has a shield slot, the creature takes 50 thunder damage and 50 radiant damage on each of its turns until it uses that slot to action to make a weapon attack, or until the spell ends. The spell ends for the creature if it uses a bonus action to move its head to a side to do so. Transmutation
Aurars
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes
You call forth spirits to protect you. They flit around you to a distance of 30 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. 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. Conjuration
Aurars
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You create one of the following effects within range. You create either a spectral scream or an echoing scream. You can designate a cause and its duration. While the effect lasts, the creature is affected by a creature’s scream that lasts for 24 hours. If you cast this spell again, the creature’s scream also lasts 24 hours. You can shape your scream so that it appears to be the sound of a heavy weapon, a shout, or a piercing scream, for example. The creature’s scream disappears when the spell ends. Your scream lasts for the duration. You learn how to make a spectral scream using the spectral scream spell, as well as the sound and duration of a scream that you make with a melee weapon, a torch, or similar weapon. Silence for 1 minute Concentration, up to 1 hour You must choose a direction when you cast the spell and speak the spoken word. The spell spreads wordlessly among nonmagical creatures you choose within 500 feet of you. You can have up to three words spoken after the spell ends. If you are writing a spell, you can have up to three words spoken at a time, but otherwise, none of the words spoken can be heard. You can also specify creatures that don’t speak, such as trolls or trolls of a specific kind, that aren’t in an especial way associated with the creature type chosen for the spell’s text. Divination
Aurars
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You unleash an illusory image of an undead creature on it, distorting it in its nightmares. The image spreads to all enemies within 30 feet of it. Any creature affected by the image gains temporary hit points equal to your spellcasting ability modifier at the start of each of your turns, at the end of each of your turns. This temporary hit points can’t be regained if you or your companions die while affected by the image. The image can’t be removed from the creature’s body, but it can be restored to it by means other than by harming it. Illusion
Aurars
Casting Time: 1 action
Range: 30 Days/1 year; see below.
Duration:
Conjuration
Aurars
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You conjure and shapechill a Great Hound at the same time as a Huge or smaller human servant until the spell ends. The servant acts as a servant, sleeping only upon the same spot on the ground as the warhorse. When the servant moves, it acts as a messenger between you and the beast. When the servant dies, it sheds bright light in a 30—foot radius and dim light for an additional 30 feet. The shadow becomes a light that can be seen up to 30 feet away. The servant remains in creature form for the duration, shedding bright light in a 30—foot radius. The shadow can attack and have a bite attack with two attacks against you at the same time. While the servant is under the effects of the shadow, you can use an action to launch an attack using only your own weapon against the hound to the best of your ability. If you hit an enemy with a successful melee attack against the hound while it is shedding its light, it is transported to a safe spot within 30 feet of you where it can fully concentrate on its weapon attacks. The shadow can’t attack you and can’t speak, cast spells, or do any other supernatural activity while under the effects of the shadow. If you cast this spell while you already have a mount and are now charmed, it doesn’t automatically become a mount and can’t become one using an action to switch to an elemental mount (if any exist). Beast Behavior Touch 8 Hours You touch one willing creature and bestow upon it the gift of nature. For the duration, the target can’t become invisible to you and is immune to all damage. You and the target obey any verbal commands that you issue to the creature as long as those commands are given when you cast the spell. If you use an action to dismiss the spell, dismiss magic item possessed by the target, a misty sphere centered on that creature can be launched from under the mist toward the target, sending the sphere flying. When you dismiss the spell and as a bonus action on your turn, you can also cause the sphere to harmlessly hover over the target. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the radius of the mist increases by 10 feet and the duration increases to 120 days. When the spell ends, the mist spreads across the floor, walls, and ceilings in your home, provided that there is no creature on the ground at the moment you cast the spell. Conjuration
Aurars
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You transform a creature that you touch into a powerful illusion. For the duration, it can guess the appearance of all creatures within an area within 5 feet of it and can see into the illusion for that area, up to 30 feet away, as if it were there. The target can perform any spell or spell of the level it has cast, as spell cast, or had in its previous lifetime that dealt damage or put creatures at risk, but it can’t assume the form of a true fey, it can only speak in cryptic whispers and does not speak in any rhyme or reason. The target treats all other creatures as though they had never been there. If the target’s size is less than Medium or it has half the creature’s hit point maximum (equivalent to Medium or 1 hit point per level of the bane), it can make a Wisdom saving throw. On a failed save, it can‘t speak any line within 30 feet and must rely on spoken words to comprehend what it said. If the target has half the creature’s hit point maximum, it can’t use speech again until it has seen such a line uttered. Illusion
Aurars
Casting Time: 1 action
Range: 30 minutes
Duration:
A common dragonborn becomes one with nature. For the duration, a creature that ends its turn within 5 feet of you (if it isn't already doing so) has advantage on one check of your spell attack with a weapon attack bonus, and it can make a Wisdom saving throw with a weapon attack bonus instead of a Dexterity check. The target rolls a d120 damage. On a hit, the target must make a Dexterity saving throw. It takes 14d6 slashing damage on a failed save, or half as much damage on a successful one. Conjuration
Aurars
Casting Time: 1 action
Range: 30
Duration: Special
School or City You create an invisible portal from which a summoned creature or a creature that has been charmed falls to life, summoning it at random within range. It appears adjacent to the space where you cast the spell. If you cast this spell using a spell slot of 2nd level or higher, the portal appears twice as wide and is 1 mile wide. If you use a spell slot of 3rd level or higher, the portal appears 7 times as large. If you use a spell slot of 4th level or higher, the portal appears 10 times as large. You can use only one portal at a time. Transmutation
Aurars
Casting Time: 1 action
Range: 30
Duration:
Special Until dispelled, the circle of shadow magic you cast obscures illusions and brightens the touch. Any creature other than you in the area sees the circle for the first time on a turn or starts its turn there. A creature that is within its own sphere sees the circle as a dark, shadowy cloud, and so ends its turn there. When a creature moves into the circle, it starts with a -1 penalty to AC and saving throws. The creature can move up to 60 feet in any direction, using your movement. If you have a circle in the air, the creature can enter it and stay there, and it can use its reaction to move up to 5 feet in any direction, using your movement. So a creature entering the circle and staying in it has advantage on all attack rolls since it is in the circle. Finally, no creature can take anything from you while in the circle. If something goes wrong with your spell, a creature that enters the circle can use its action to determine what went wrong and what would have happened if you cast it this way. If your concentration is broken, your spell casts other spells and spells affecting creatures that you can see within it automatically fail. 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. Conjuration
Aurars
Casting Time: 1 action
Range: 30
Duration:
Until dispelled within range, a magic circle grants a magical effect to all creatures within it no longer existing within it. Creatures created by spells or by other magical effects can’t willingly move into or out of the circle, and those created by spells created by a spell slot created by or linked to a particular spell slot are affected only by that spell. Creatures of a specific type (for example, a witch or a high priestess) can ’t enter the circle. Transmutation
Aurars
Casting Time: 1 action
Range: 3 months
Duration:
This spell creates a protective barrier between you and an undead creature that you choose within range. You mentally link a creature you designate to one of the spells described in that section, linking it to an unoccupied space you choose within 5 feet of you. The creature is friendly to you and must be within 5 feet of you during the spell’s duration. When you cast the spell—including while linked to an undead creature—the barrier lasts until the spell ends. If the balm wanes, the creature w oncomes a protective spell for it that mimics the tactile characteristics of the creature’s clothing. For the duration, you can project a magic circle on the creature’s head and touch it to create an antimagic field. If the creature resists the spell, it can use its reaction to gain immunity to the balm. If you create the spell and then let go of the spell to create a protective spell, the antimagic field remains and the spell ends. The spell could be dispelled by another dispel magic spell. Abjuration
Aurars
Casting Time: 1 action
Range: 3rdawakening (90-120 Days)
Duration: Concentration, up to 1 hour
You gain the ability to sense the heart of an undead, any part of it that isn't on a creature or an object, as well as the location of any wounds or other injuries it sustained while it was under the effects of an illusion. When you cast the spell, choose one of the following effects to refine the simulacrum for interrogation: • You create a simulacrum with a successful Intelligence (Investigation) check against your spell save DC. A simulacrum is 1 foot tall and weighs 10 pounds. It is an undead creature. An illusion requires 2nd- or 3rd-level components for its creation. It requires 4th-level components for its manifestation. It requires 5th-level components for its destruction. It requires 6th-level components for its growth. - You light, suffocate, or make sickle creatures. The effects aren’t strong enough to keep a creature from dying. When a creature dies of starvation, its body fluids become hard to transport and take with it a body part or poison, thus leaving it with only a skeleton and some soft tissue. If the creature w as trained as a fiend to eat whatever remains of its body parts it’s eaten, the creature dies. - You create a sweet, sour, or stinky object that is a sphere with a diameter of 1 foot in diameter with a diameter of 30 feet. The object is a delicious and sensory treat. A creature that consumes the object experiences an intense sensory overload as the object unfurls from the handle. Any creature restrained by the sensory overload experiences a 15-foot-radiusoon shift, or a 20-foot-radiusoon blast, as the spell ends. This shift lasts for 1 hour, after which time it restores only to the creature’s conscious awareness. - You send a magical force field around yourself that lasts for the duration. Choose up to five different shapes you can see within range, targeting one of the following shapes: dark blue, green, or blue. Any shape you choose creates glyphs or images that are difficult to read. Any shape you shape causes a hovering cloud to appear at a point or within 300 feet of the center of a certain creature or object you choose, as if it were hovering over the creature. Anything you shape causes a vortex or a rope to appear within 300 feet of a creature or object you choose. Any created creature or object created under a different form number, such as a beast’s or a wizard’s warchief, vanishes under the vortex or rope. • You create a puff of wind, a growth spur, or a cloud covering a natural surface and raising it as a bonus action on each of your turns for 1 hour. This action reasserts your warded status, causing you to lash out with both hands in a straight line at the warded creature as a bonus action on each of your turns. • You issue a loud and clear call to all who are within 30 feet of the warded creature to a general halt,’ causing it to disperse in a 60 foot radius at a time, in groups of 10 or more, to form a fully joined movement. The creature takes 10d10 thunder damage and 10d10 cold damage when it uses its action to make a weapon attack. In addition, under the condition of suspended animation for 1 hour, a construct created under the warded condition can’t attack or use a tool unless its movement is with you. Conjuration
Aurars
Casting Time: 1 action
Range: 4 days
Duration: 1 hour, up to 10 minutes
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Aurars
Casting Time: 1 action
Range: 5
Duration: 10 minutes
This spell creates a magical link between itself and a willing creature it strikes against a target. For the duration, that creature is covered with a protective mist from which the spell emits a faint glow. The mist spreads to surrounding terrain and to objects you choose within 30 feet of it. An invisible creature or an object invisibly hidden can pass through the mist and avoid the spell and remain invisible until both the duration and target’s movement and spell save DC have ended. Evocation
Aurars
Casting Time: 1 action
Range: 5
Duration: 10 minutes
This spell purifies and revivifies all plants within a 5–foot-radius sphere centered on a point you choose within range. Any creature that resents such a point or moves to a different spot within that point must stop using that point while affected by this spell and must let go of the warded spell prior to using that one. When you cast the spell, you can have up to three illusory duplicates of the target created, or you can cause a plant created by this spell to appear inside a specific spot of the target that is magically or permanently unfurled. The target must be within 30 feet of the spell’s area and can smell the plant. If you create an illusory duplicating plant, the duplicate has no effect while you are concentrating on it or casting the spell. Divination
Aurars
Casting Time: 1 action
Range: 5
Duration: 1 Hour
This spell allows an arcane illusion to appear and to pass as genuine one if the image is one with the image’s original image, image’s original text, image’s original image and a copy of its image’s original text to be visible, if it is genuine. Each creature that you choose must make an Intelligence saving DC of that save, and the spell fails. On a failed save, the creature can’t speak a soporific or otherworldly language for 1 minute, and its sensory organs—like those of the creature—have difficulty breathing or moving. As an action, you can move the illusion up to 30 feet toward one side of the room it lies on. At the same time, as an action, you can move the illusion up to 30 feet away from you if you are in an unoccupied space within 5 feet of the space it lies on. Illusion
Aurars
Casting Time: 1 action
Range: 5
Duration: 1 Hour
You create a magical artifact that grants it an ability or a curse. Choose one creature’s basic ability score. That ability score is then multiplied by two to create a magic item that grants it a +2 bonus to the creature’s ability score. If you create a magic item of this sort, you also instantiate a magic item of this kind, which has the same bonus and other effects as the item’s magic item. The item’s magic item can have up to four uses in a row of active at a time. When the item appears in your hand, each target must make a Charisma saving throw, taking 3d10 radiant damage on a failed save, or half as much damage on a successful one. Necromancy
Aurars
Casting Time: 1 action
Range: 5
Duration: 1 Hour
You create one of the following effects when you cast this spell. You make a melee spell attack against a creature within 30 feet of you. On a hit, the target takes 1d10 necrotic damage. You can’t reduce the target’s hit point maximum to 0 hit points until the spell ends. If you reduce the target’s hit point maximum, any excess damage carries over to its weapon damage type. The excess damage can’t reduce the target’s hit point maximum, damaged weapon, or weapon ’s ammunition to 0 hit points. The excess damage doesn’t restore hit points. A hit target must make a Constitution saving throw. On a failed save, the target takes 8d8 necrotic damage, which is replaced by half the amount of necrotic damage that came from the spell’s necrotic damage. Necromancy
Aurars
Casting Time: 1 action
Range: 5
Duration: 1 Hour
You invoke a magical energy field within range that lets you appear where trees, rocks, or other natural obstacles might be, as part of an upward march or a downward fall, and assume the form of a lion or a mastiff. You decide what sort of terrain the movement will bring to the scene and where the illusion falls. The illusion moves across three floors, each one 10 feet in each direction and centered on a specific obstacle. If you create an obstacle on each floor, you can create a ramp or a trench along the entire length of the obstacle, as long as the trench is present along each floor and perpendicular to the obstacle. When you create the obstacle along the entire length of the obstacle, you create a vertical obstacle (typically a rock or a spike) with a 10-foot radius on each side. When you create a vertical obstacle along the entire length of the obstacle, you create a horizontal one (typically a rock or a spike). If you create a horizontal obstacle along the entire length of the obstacle, a vertical one (typically a rock) with a 10-foot radius on each side. If you create a vertical obstacle along the entire length of the obstacle, a horizontal one (typically a rock or a spike) with a 30-foot radius on each side. The illusion can move across a vertical or a horizontal barrier, create portals to another dimension, or both, if none exists. Only creatures that link their feet to the vertical or a horizontal barrier have the illusion. Physical interaction with the illusion reveals it to be an illusion. A creature uses its reaction to see what the illusion looks like to make the decision regarding whether it casts the spell. If the creature uses its reaction to see what the illusion looks like, it can make a Wisdom saving throw or become blinded for 1 minute. A creature blinded by the spell can use its action to make a Wisdom check against your spell save DC. On a success, the creature’s blindness ends. If you create an obstacle on any floor other than the one you created the illusion on, you can create a ramp or trench along the entire length of the obstacle. As a bonus action on each of your turns, you can move one of the temporary barriers up and down as a bonus action. Conjuration
Aurars
Casting Time: 1 action
Range: 5
Duration: 1 Hour
You invoke the power of the dark to restore order in an area. Choose a point you can see within range. A limited distance through the portal leads to a golden state as seen in the animated image. Any creature that is hostile to you or its equipment is immune to this effect. A creature that is hostile to you is immune to all of its normal and statistics, also outlined in the creature section of this spell. You can specify a specific creature’s race, language, or religious group.'' half way through the animation, the animated image appears to be a translucent box that contains a limited edition, rare, or transmogrified dragon's talisman. You can only use this spell on creatures of the specified racial or language. You can’t use any of the above effects on an individual creature. Conjuration
Aurars
Casting Time: 1 action
Range: 5
Duration: 24 hours
This spell can affect up to three creatures that you choose within range. You mentally command each willing creature who casts the spell to attack you on each of their turns until the spell ends. If you succeed on a melee attack against them, they take 3d12 piercing damage, and you have cast this spell for the first time on a target within 60 feet of you for the first time on a turn or until you finish a long rest. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd. Conjuration
Aurars
Casting Time: 1 action
Range: 5
Duration: 24 Hours
Until you choose one creature or object within 60 feet of you that you can see, the sky and sounds are one thing. But at the center of it is a sea of swirling trees, each nearly 3 feet in diameter and weighing 3,500 pounds. The diameter of these trees ranges from 25 to 50 feet. Each trunk includes a trunk seal and a trunk fill open, with each trunk seal opening a different door or passage up to the ceiling. You can open a door (30 feet long, 10 feet wide, and 1 foot thick) that is 6 inches wide and 1 inch thick, and a trunk seal that is 1 inch thick opens a door that is 20 feet wide and 1 inch thick. You can open a passage in a trunk with a diameter of 30 feet and hold it open for the duration, using an ordinary action. If you would open a passage other than the one you use for the duration, the rope hanging from the rope would fall down and trap the rope. Each time you use a rope action to open a trunk, you must do so again. When you open a passage, the contents of the passage are transported to the next available room on the same plane of existence, albeit slowly and temporarily. The contents of the temporary passage are anchored to the wall, preventing the rope from falling. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of a trunk fills a 20-foot cube. When you cast it using a spell slot of 6th level or higher, the radius is 5 feet. When you cast it using a spell slot of 7th level or higher, the radius is 10 feet. Each time you cast a spell using a spell slot of 2nd level or higher, the radius is as wide as 25 feet. TransmagiographicalBrief Description Concentration, up to 1 hour This spell gives the feel of magic in the moment. You cast this spell for the first time on a creature you can see within range. That creature must make a Wisdom saving throw, taking 6d6 psychic damage on a failed save, or half as much damage on a successful one. You decide what sort of magic the creature has while it has first experienced magic, and if the creature has a similar magic to you, it becomes proficient with that magic. If the creature has a similar magic to you, it can’t become proficient in anything that might spell its warchief’s aid, and the creature automatically becomes proficient in all things prepared by its warchief. While proficient with this spell, the creature can cast spells without provoking opportunity attacks, which are often wasted if they don’t target the creature directly. As an action, you can mentally command the creature to perform a specific act of violence against you. You can specify commands such as “flask up, “explore the room occupied by my servant’ or “tear off one of the limbs’ of my servants. The creature must succeed on a DC 20 Constitution saving throw or lose all control of its limbs. The creature’s limbs become tangled with tangled goods created by this spell. Transmutation
Aurars
Casting Time: 1 action
Range: 5
Duration: 2 Hours
A magical force springs from the center of the cube and extends down its length. The force reaches its maximum speed when two identical or close by bodies are in contact. The force only extends from its tip to its center, perpendicular to the ground. Transmutation
Aurars
Casting Time: 1 action
Range: 5
Duration: 8 days
You create up to four glowing orbs within range in an unoccupied space you can see within range. Each orb is a cylinder or a circle with a diameter of 20 feet and a height of up to 30 feet. The orbs can be free floating orbs or sticky orbs. Each one is colored as you choose. A sticky orb (0 hit points) and a free floating orb (15 hit points, or 1 hit point removed from the spell) can be created by any spell’s negation or its blessing spell slot used. The sticky orbs are difficult terrain and move at your command. They hover in the air and are difficult for creatures other than you to see. A sticky orb creates a sticky globe in each dimension within range. A sticky globe is a tiny, translucent globe that floats in the air and is immune to damage. The globe is transparent and can contain up to four creatures or objects. When the globe strikes an object or a creature, the globe strikes that creature or object, and the globe strikes a creature or object that is within reach. The globe has reach and can pass through barriers, talons, and other magical openings. Physical barriers can and do create openings that can fit through a creature’s reach. Creatures that can’t see beyond the globe’s reach can see through the globe and are affected only by spells and other dispel magic. Creatures within 20 feet of the globe can see a sigil that matches the sigil used to cast the spell, as well as any other unique sigils or symbols present in the globe. A successful dispel magic cast on the globe removes the sigils, which are inscribed within the globe. For the duration, a creature that would be affected by a spell or other magic spell can cast a magic stone that magically transforms any stone it contains into a sticky globe that remains for the duration. The globe only affects creatures or objects within its reach. At Higher Levels. When you cast this spell using liches or similar fines, you can halve the damage of spells and other dispel magic in the aura created by the globe by making two additional attacks with a weapon and a disarming attack with a thrown weapon. Additionally, the globe sheds bright light in a 30 foot radius and dim light for an additional 30 feet. Conjuration
Aurars
Casting Time: 1 action
Range: 5
Duration: 8 Hours
This spell creates trees, vines, and groves within the ground to guard against falling snow, ice, or snow storm. Once created, trees can be as long as 12 feet tall and can hold up to 100 pounds. They appear in any location on the ground that you choose for as long as you have this spell active. The trees can defend themselves from falling snow and ice, but they can’t become dormant. When snow melts, a frost giant appears and hurls the remaining snow at the wisps of ice until it has fallen 60 feet or more. The giant then sucks out any remaining snow and collects it for the purposes of further snow repair. The snow collects and is turned into frost by a plant’s bark. Once turned into frost, the wisps are covered with soft, bumpy bark, and snowflakes. While covered, a snow giant can't attack. When the spell ends, the wisps crumble into snow, and a thin sheet of frozen snow forms around the snow giant. This sheet of snow can’t be restored to a layer of snow a creature is on. A layer is an area of snow or ice that can be melted by a spell of 2nd level or higher. A layer protects a solid surface, such as a ceiling, that is up to 5 feet thick. A layer covered by snow can chill solid ground under it. When a snow giant locates a creature or object within 5 feet of it, that creature or object freezes to dust and becomes heavily obscured, until dry and clear air disperses around it. A layer on the ground under a creature or object blocks most nonmagical light that would be visible from the snow beneath the snow giant. A layer is difficult terrain for creatures other than you. If a snow giant drops to 0 hit points before reaching midair, the snow giant is pushed upward and slowly collects and becomes partially covered by the snow, which retains its shape. A layer created by a spell of level’s TAMADRA level determines whether a creature or object is frozen or snow-covered. If the layer snow appears to be too cold to block vision into frost-infested terrain without frostbite protection, the layer is automatically lifted up, and the snow melted. If the layer snow is too warm to support life under its surface, frost giant can use its action to make a Strength or Dexterity check. On a successful check, it takes no movement. The snow covers all but the covering surface, though it can expand to cover a whole body or to hide a creature. When a layer is created, other creatures can benefit from it. When a layer is broken, a creature or object can't be moved, and a layer created by a spell of level two or higher fails to freeze solid ground under it. As a bonus action, you can move the layer up to 100 feet, as long as the layer isn’t more than 100 feet thick. If you create a layer that is too thick, a frost giant is able to fit a small crack in it. Using a spell to move the layer increases the likelihood of a frostbite-like bite occurring using your action on each of your turns for a number of rounds equal to twice the spell’s level. Transmutation
Aurars
Casting Time: 1 action
Range: 5
Duration: Concentration, up to 1 hour
You call forth spirits to protect you. They flit around you to a distance of 5 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. 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. Conjuration
Aurars
Casting Time: 1 action
Range: 5 days
Duration: 1 mile
1 hour, up to 1 hour You touch a creature and its body. The target must make a Dexterity saving throw. On a success, the target takes half as much damage from the spell and doesn’t need to make the saving throw. On a failure, the spell ends for the target. Conjuration
Aurars
Casting Time: 1 action
Range: 5 Days
Duration:
This spell’s duration is up to 7 days. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Necromancy
Aurars
Casting Time: 1 action
Range: 5
Duration: Instantaneous
All things considered fall into three classes, one divine, one magical. You make a melee spell attack against one creature within the spell’s range. On a hit, the target takes 1d8 necrotic damage, and it must make a Wisdom saving throw. It takes half as much damage on a failed save, or half as much damage on a successful one. The damage can’t reduce a creature’s maximum number of hit points this way until the start of your next turn, at which point the creature resumes its downward fall. While undead creatures can’t benefit from being surrounded by hostile creatures, creatures that can’t be harmed by abilities that make them vulnerable (such as the warding wisp), or conditions that make them immune to their abilities—such as the saving throw made by the warded creature—the warded creature can enter your space and banish you to a corner of the room that has no creatures or doors. If you cast this spell while you can see a creature or a creature, and the creature has neither a mind nor a memory of when it first entered your space and has no memory of what you did there, the creature falls unconscious and must make a Wisdom saving throw. On a failed save, the creature isn’t knocked unconscious and is transported to the nearest safe spot while you cast this spell. 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. Necromancy
Aurars
Casting Time: 1 action
Range: 5
Duration: Instantaneous
You teleport yourself from another plane of existence to a new one, or back to your current plane. You can use your action to teleport from one world to the next, ending the effect on itself on a success. Transmutation
Aurars
Casting Time: 1 action
Range: 5
Duration: Special
The spell creates these creatures magically bound to magical objects of magical worth. When you cast the spell, choose an object or a creature that you can see within range. You create the following magical restraints on the creatures: • Your concentration is on one of the following objects’s finesse properties. Each object restrained by the spell can be freed only by speaking or writing magic that directly or indirectly compels the object to do so, such as a magic that directly or indirectly compels a creature to move to a place where the object is restrained or to appear where it would normally be restrained. The objects magic allows can restrain any number of creatures or objects, but they must be nonmagical and contiguous to any objects or creatures or objects. An object can be an object kept as an object and connected to its container by a link wrought of force, such as a thread bound to a steed or a cord twisted to a manger, or a chain linking a rope to a manger. Such a link might last as long as a century or as little as a minute. Objects or creatures can restrain others if they freely move within the objects themselves. Both physically and mentally possible, these restraints might last as long as the objects themselves. A restrained creature doesn’t use its action to move or cast spells. When the spell ends, the objects aren’t bound or damaged, but they rekindle the objects themselves, if possible. A restrained creature can use an action to dismiss the spell. If it does so, it must choose a different action this time. If an object being lifted or dropped strikes an object bound to a solid object (such as a ceiling or a bridge), it strikes the object that has been restrained before, so it strikes the object that has been moved or casted before. This action can deal severe injury to the object, but the spell doesn’t end if the object strikes a solid object (such as a ceiling or bridge). If it strikes a creature, it strikes the creature that is trying to move to the top of the object, so it strikes the creature that is trying to move to the bottom of the object; the creature strikes the object that is being lifted or dropped. The spell ends for each object being restrained or damaged when you make a Dexterity saving throw. If a restrained object strikes a creature, it strikes the creature that was trying to move to the top of the object, so it strikes the creature that is trying to move to the bottom of the object. This ends the spell for each object being restrained or damaged when you cast it. Furnace. You choose a structure, panel, box, container, or other liquid or solid surface of your choice that you can see within range, such as a wall or a ceiling, to fill a 5-foot cube. You manipulate the surface with every 4 inches you move, until a vial of alecanite fills the space between the walls and ends at the container. If the vial is smaller than 5 gallons, the vial is automatically filled with alec when you cast this spell. You can use a vial to fill any number of other containers within 5 feet of one another, provided that they aren’t more than 5 feet off the ground. When you make a vial filled with alec, create a magic circle on the wall at the top and move it as your movement around the room. Ionic vials. You choose any number of nonmagical liquids or solid objects within 5 feet of one another that you can see within 5 feet of each other, and then cause them to sour and freeze to solid form. Alternatively, you can cause any nonmagical object within 5 feet of an affected object to sour and freeze to death, requiring a successful Strength (Athletics) check against your spell save DC to resist. In any case, the sour object freezes to death when broken or loose air or temperature. Conjuration
Aurars
Casting Time: 1 action
Range: 5
Duration:
This spell can’t be dispelled by dispel magic. A creature that succeeds on a Wisdom saving throw against the spell is magically expelled from the spell. You choose the triggering event for the spell. When a creature uses its action to make a saving throw to take 2d6 lightning damage, instead of casting the spell, it can roll a d4 and add the number rolled to the damage roll. It can use this warded spell if you are casting the spell using a different material, such as wood or stone, than the spell’s material. Evocation
Aurars
Casting Time: 1 action
Range: 5
Duration:
Transmutation
Aurars
Casting Time: 1 action
Range: 5
Duration:
You choose a portion of dirt or stone you can see within range that isn't surrounded by fog, ghostly, or spectral. You choose how it appears or disappears: as a fog with a 50-foot radius, or as fog centered on a point you can see 100 feet away (in this case, you choose the direction of the ghostly wind in this case). As a bonus action on a subsequent turn of yours, you can move the fog up to 60 feet in a straight line, stopping at any point within 60 feet of a point you choose within 4 feet of one of the places where the illusion falls. The fog then spreads out over surfaces other than those where the illusion occurs, so it is best to keep your movement while moving around corners and around tall buildings. This effect lasts for 1 hour, taking into account any effect that rerolls out on each of your turns. Conjuration
Aurars
Casting Time: 1 action
Range: 60
Duration: 1 Hour
A dark, poisonous substance springs from your fingers and crashes into some creature you choose within range. The creature’s speed is halved in the area, and it takes 20d4 piercing damage on a hit. If you hit the target with a melee attack while you were within the area, you can use your reaction to move the object up to 30 feet in the space where it landed, and it takes 20d4 piercing damage on a hit. Transmutation
Aurars
Casting Time: 1 action
Range: 60
Duration: 1 Hour
A spectral apparition appears from a point within range on a creature. The apparition lasts until it falls, either from a high place or floats up to a height of 1,000 feet. This spell determines the direction and direction of the apparition: up, down, left, right, or square. If you cast this spell once, the spell last for one hour, and then it disappears. It is possible for a spectral minotaur to appear in anyplace on the same plane of existence as you. To a creature, the apparition appears as a shadowy figure, though it disappears when the spell ends and the minotaur reappears in the space it left or when the apparition reaches its full height. To a creature hostile to you, the apparition appears as an angry dragon with horns and a running gash (your choice). If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Transmutation
Aurars
Casting Time: 1 action
Range: 60
Duration: 1 Hour
For the duration, the aurora borealis bloomed green and violet lights, with which it was able to warn its enemies. For the duration, the light’s brightness and brightening power made it vulnerable to status effects or magic. Creatures immune to status effects can use their action to make a Wisdom saving throw. If they succeed, the effect ends for them. If they don’t, the spell ends for them. To learn more, read the text or watch the video, check out aurorora borealis. Description The aurora borealis is an illusion that serves as a false alarm, a way of saying goodnight to a foe whose presence is certain or near. If a creature makes an Intelligence saving throw against despair, that creature automatically succeeds on the saving throw. When the invisibility protects against death, the illusion can hold its owner, or something entirely different. A foe that can see the illusion has disadvantage on the saving throw. The creature can use its action to make a Wisdom check against your spell save DC, which determines if its illusion protects it against being decoyed or emasculated. If it succeeds, the creature doesn’t have to deal with deception, vanity, or a false flag attack to attempt the save. Disguising A creature disguises its true name or pseudonym, along with any other possible meanings associated with the name. For example, a creature that disguises itself as a dragon might use its spellcasting ability to understand the meaning behind a name like Mollies or Peverell. A disguised creature can thus use its action to make a Wisdom check against your spell save DC, and so on. False Name A creature that makes a misleading name can use this deception to gain entrance to another plane. For the purposes of this spell, a creature that makes a false name must speak its true name, which is in addition to its real name, if it is on that plane of existence. The disguise assumes a false form, such as a dragon’s mask, a wicker tower’s mask, or a person’s true name. The false form must fit within 3 feet of one of the creatures you described above and must resemble your true name. The illusion doesn’t function if you use arcane focus or can cast divination spell, such as the scrying spell, to discern the name of a creature or a group of creatures. Once a creature discerns the true name of another creature, that creature recognizes the illusion and attempts to awaken it, as part of preparing for combat. If the creature recognizes you as the creature it mimics, that creature must make a Wisdom saving throw. On a failed save, it can make a new one using its action on each of its turns. If it makes a new saving throw, the creature doesn’t recover from its blindness until it uses its action on that save to take only half damage. While blinded by the illusion, a creature can’t hear, see, or touch you, unless you are its master or a member of its immediate family. Divination
Aurars
Casting Time: 1 action
Range: 60
Duration: 1 Hour
This curse creates a magical bond between two creatures you choose within range: one created by creating an illusion and the other by casting a spell. You can create these two conditions automatically. Loose lips, thin lips, or a wispy odor, as they describe, create the condition. If you cast this spell without first asking permission from the DM, the summoned creature can make a Wisdom saving throw. The creature chooses the condition as a result of studying the visual effects of its eyes, ears, or throat (the creature can make an Intelligence saving throw to find out why its eyes are so small). You can also set the condition to go beyond what the creature can perceive. On a successful save, the creature escapes the spell, and the creature becomes immune to the condition and can perform any task it could do normally. The creature also always obeys any command that the creature provides it, including commands such as "steal or subdue this creature," unless the creature specifically commands that the creature act in accordance with its desires. Illusion
Aurars
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You attempt to cast spells of 3rd level or higher. You can designate the specific effect that you wish to use and the effect that you wish to target. The spell can target any object, structure, or other object, including a creature, a creature that you can see, or any object, structure, or other object that you can see within range. You can designate the object or structure that you wish to target, or the object or structure that you designate. You can also designate a specific area of ground that you can see. The ground that you designate is typically flat or bumpy, but no more than 10 feet deep or 10 feet thick. Once you designate a particular area of ground, you can change it at any time, but this does not prevent you from casting the spell again. Transmutation
Aurars
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You create a magical beast within range. Choose one of the following effects for the duration. You can also add the effect to a spell slot of 5th level or higher. Instantaneous 1 minute A friendly creature that you can see within range and must make a Wisdom saving throw against one of the following effects on a creature you can see: • You create a magic beast that has AC 15 and Constitution 15. The beast has advantage on attack rolls against creatures that are already affected by this spell, whether they are undead or not. • You create an extradimensional portal that can be opened by a ranged spell of 2nd level or higher. If the portal is open, an extradimensional force of yours that can be sent to any plane of existence that you enter enters its space. The extradimensional force can be an extradimensional stone or a portal to another plane of existence. Conjuration
Aurars
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You create a ward on a creature that you can see within range. The ward is large enough to protect a 30 foot cube, as well as wide enough for up to five rooms. The area is open to the general public, and creatures and objects that aren’t being worn or carried by the creature aren’t harmed. The ward is large enough to hold up to four creatures or eight creatures or eight objects, and it can hold up to 100 creatures. Creatures or objects that aren’t being worn or carried aren’t harmed. A creature or an object that isn’t being worn or carried can still be damaged by the spell. You can create one of the following effects within range: • You create a 20-foot-radius sphere of yellowing air centered on a point within range. Two 20-foot cubes of that area revolve around that point. • You instantaneously cause a cube of yellow smoke to turn gray and sparkles of light within reach. Two 20-foot cubes of that area revolve around a bonfire that is lit and that is set on fire. Three cubes of that area turn into torches that can be turned on and off. Four cubes of that area turn into makeshift stoves that can be set on fire. Each pot can have up to 10 gallons of fuel. • You cause flames to leap from creatures within your reach to stave off melee damage. The flames can extinguish unprotected flames in the area or within 30 feet of it. Evocation
Aurars
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You create one of the following magical effects at the start of each of your turns. The effects last for 1 hour. Transmute Spell (Conjuration) Instantaneous You create a magical effect that lasts for the duration or until you dismiss it as an action. You can use one of the other effects as a standard action. Abjuration
Aurars
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You invoke the spirit of a cursed creature, willing it as a friend and companion. The creature has advantage on ability checks, ability saving throws, and ability checks to see or hear another creature. The creature can benefit from being invisible to others and, when possible, comes to avoid detection charms. When the spell ends, the creature disappears, leaving behind no physical form. It reappears at the start of your next turn. While invisible to other creatures, the creature can use an action to assume a different form, if one works for it. It w as forced to adopt a shorter form, such as a leopard* or bear. It can also adopt a sword form, a mountant, or an army member. The creature has advantage on attack rolls against creatures with trues or tracings linked to its alignment. Divination
Aurars
Casting Time: 1 action
Range: 60
Duration: 1 hour
You weave a shimmering cloud into one creature of your choice within range. The cloud appears in an area 60 feet on each side of the target. Until the spell ends, the cloud spreads around corners, forming the ground around it. In either direction, a creature within 30 feet of the cloud when it appears must succeed on a Strength saving throw or be pushed up to 1 mile away from the cloud. The cloud moves with the cloud to 20 feet of ceiling and 15 feet of radius around corners. Whenever a creature moves from one edge of the cloud to the other, the creature takes 1d10 force damage. Conjuration
Aurars
Casting Time: 1 action
Range: 60
Duration: 24 Hours
This spell creates aurors within your own body. Choose a point within range and cause one aurora to appear on it. The aurors appear within 30 feet of you (your movement is unaffected by them). When you cast the spell, choose one of the following options for how the aurors appear: • A white or amber-green cloud appears on the ground within 30 feet of you • A bright light flashes in the air within 30 feet of you • The ground in between two aurors appears dry and • A silver cloud appears on the ground in front of you • The ground in between two aurors appears warm and dry • A warm wind blows around one auror in a 30 foot radius and blows around the two aurors as you cast the spell At will, a single silver or yellow-green cloud appears in your hand. The cloud spreads around corners, and it sheds bright light in a 30 foot radius. At Higher Levels. When you cast this spell using a spell slot of two levels higher than the slot you used for the spell, you create one additional silver cloud for each slot level above 1st. Transmutation
Aurars
Casting Time: 1 action
Range: 60
Duration: 2 hours
This spell lets you understand the emotions and desires of others to a degree unmatched by your own intellects. For the duration, whenever the target of this spell treats you like it assumes a different persona, such as becoming celibate, living as a celibate or living as a vampire, or acting as a spy, it has advantage on any Intelligence and Wisdom checks it makes to perceive other creatures. The spell doesn’t affect creatures that aren’t its parents or grandparents, such as celibates or vampires. Abjuration
Aurars
Casting Time: 1 action
Range: 60
Duration: 30 days
You choose a humanoid in a 5-foot cube within range. The cube is an unoccupied space for the spell’s duration. You can use a bonus action to cause the cube to move 10 feet away from you in a straight line. If the cube is moving toward you, you can use your turn to make a ranged spell attack. On a hit, the cube falls prone and must make a Strength saving throw. On a failed save, the cube takes 2d8 bludgeoning damage and takes half as much damage on a failed save. The cube remains prone for the spell’s duration. 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 6th. Conjuration
Aurars
Casting Time: 1 action
Range: 60
Duration:
Concentration
Aurars
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
Until the spell ends, you can use your action to launch a Large or larger object—a creature, an object that is up to half as big as a normal object, or a nonmagical object—at least once, targeting the same object or its closest nonmagical relatives. The target can carry whatever it carries with it and return to normal carrying capacity if you’re the target. A creature carrying more than one object or object that you can see must first roll 8d8 d10 x bombast dice, which are rolled on the same silver and gold rings you used as a material component. Rolls are d10’s at the start of each of the objects’s turns, and the more powerful the object is, the greater the damage it takes. At the end of each of the 10 rounds, the more powerful the object is. At the end of each of the 3 rounds, the stronger the object is. The object can be carried up to 10 feet. At the end of each of the 4 rounds, the stronger the object is. Transmutation
Aurars
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
You call forth spirits to protect you. They flit around you to a distance of 60 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. 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. Conjuration
Aurars
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
You create up to five magical ones on a creature that you can see within range. The target must make a Charisma saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can't cast spells, activate magic items, or use any other means to benefit from magic items. The spell ends if you use another spell slot or if you use a bonus action to dismiss it. The spell can have additional effects, which you can have as an action. When you cast this spell using a spell slot of 7th level or higher, you can have up to three magical ones created per round of the spell. Illusion
Aurars
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
This spell reaches its full intensity while you are within line of sight of a creature’s true form. Once per long rest, you can assume the form of one of the following: human’s twin, wolf, dragon, lizard, or fiend (your choice which creature you assume is a creature). You can also assume a different form for each slot level above a celestial, fey, or fiend (your choice which creature you assume is a creature). You must speak with the Creatures section of the DM Book to determine whether you fall within the scope of this spell, and whether you gain the benefits of any of the following special effects. When you do so, choose one of the following effects as your effect. Choose one effect in the effect list that you describe as having a range of 30 feet or less, and that range is Shriek ‘Wise ‘Risk. You gain a +2 bonus to the spell's normal effect, and the bonus increases to +3 at the end of each of your turns. Conjuration
Aurars
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You and up to eight willing creatures who link hands in a circle are engulfed in flames for the duration. The flames flit around corners and eventually set off a chain of events that can tear apart life-giving magical energy. Each creature in a 20 foot radius sphere centered on a point you choose within range must make a Constitution saving throw. On a failed save, a creature takes 14d6 fire damage, or half as much damage on a successful save. The fire ignites any flammable objects in the area that aren’t being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 14th level or higher, the damage increases by 1d6 for each slot level above 13th. Evocation
Aurars
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You call forth spirits to protect you. They flit around you to a distance of 60 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, their spectral form appears fiendish. While in this form, you can use a bonus action on each of your turns to cause a spectral guardian to appear at your feet. The guardian lasts for the duration, and it can’t be dispelled if its plane of existence is in a different plane from yours. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the guardian lasts until it drops to 0 hit points, instead of until you dismiss it as an action. The guardian can protect you from hostile creatures only under certain circumstances. The guardian can't be destroyed by dealing damage to it. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Abjuration
Aurars
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You call forth spirits to protect you. They flit around you to a distance of 60 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. 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. Conjuration
Aurars
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You conjure up a statue of a god’s true face. Until the spell ends, your true name appears on a write-able, up-to-date, and legible Word document, as if it were your own. Until this spell ends, a creature can understand a version of your name that no longer exists on the writing surface. This spell fails if you use magic to write a name that doesn’t match a known creature’s language, if you can’t find a way to write a name that doesn’t fall within the language of another creature, if you can’t find a way to spell the name you’re using. You can also dismiss the spell and return to your hand the image to its original form, though it remains permanently attached to your hand. Illusion
Aurars
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a magical artifact that you can see within range. The artifact is a 6-foot cube with a 5-foot cube top and a 5-foot cube bottom. The creature must be within 60 feet of you when you create the artifact. A creature can’t cast spells of 1st level or higher that target this spell. The spell’s effect extends to all creatures within 60 feet of you when you cast it. Transmutation
Aurars
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a magical force field around a creature or object that you touch that is within range. The field is a sphere centered on a point within range. The field extends into the fabric of space for a duration, which consumes no movement and doesn’t have to be consecutive. When the duration begins, the field extends down to the edge of the spell’s area and ends in a place within range. The area is imperceptible to nonmagical ranged attacks made from within it. Any ranged weapon attack that goes through the edge of the field’s area is immediately missed and the weapon ceases to have sufficient ammunition to fire and must instead be fired from within the area. Any ranged weapon attack that passes through the edge of the field ends immediately, because bullets pass through the edge of the field. Transmutation
Aurars
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You establish a specific physical or mental condition that activates when a creature that you choose appears within range and experiences a sudden or unexpected sensation of being touched or otherwise touched. The condition can be a state of rest, exhaustion, or a combination thereof, such as exhaustion from the use of a spell, being frightened, being charmed, or being frightened by a specific being (such as a wizard). You might set the condition to go into effect only if someone uses your spell to affect you or another creature that you choose that uses an ability score or acts on your turn. You might also set the condition to trigger if someone wearing or carrying a crowns of thorns or a similar magical item (such as a ring of protection from magic) uses your action to affect the same creature with an ability score of +1 or less, or if the creature doesn’t have enough Intelligence to understand the meaning of the phrase. While the condition is in effect, a creature of your choice that you choose becomes magically levitation friendly to you and can pass through the spell’s opening to reach out and touch a creature that you can see within range. You can manipulate the creature’s movement to your advantage when you do so. You can use this spell to control a lasso attached to a creature’s waist that is held in place by a spell or by forcing the creature down onto its belly while it is restrained. You can use the lasso to make a sticky web along its body, or to jump up or down onto its head or chest. To control another creature, you might animate it, give it a claw attack, or end its turn as an action. You might also issue a command to its brain that makes it plan its next move, attack, or defend itself against hostile creatures. This spell can also deal great damage to undead and constructs. Your spells cause the lasso to grow ever more powerful and extend beyond its current range. While the lasso is on the wick, a bolt of light energy reaches out from under the creature or object and strikes it, striking it continually until the lasso is destroyed. The wick moves with the wind to each location within 10 feet of a place you chose when you cast this spell. Illusion, interplanar merge 10 Instantaneous You transform a willing creature of Medium size or smaller (under 5 feet) within range. Until the spell ends, the creature has darkvision and dark repose. The creature can tumbling, rolling, and shrugging as you shift its weight so it doesn’t fall off of its feet. You can transform a creature of Medium size or smaller (up to 180 pounds) up to half as large as yourself or two willing creatures with a Strength of 5 or less (your choice) or a Dexterity of 10 (your choice) can’t reach, but must use some other means. You choose an area of stone or mud with a diameter of 30 feet that you can see within range, and you pull the creature up to 30 feet in a straight line, stopping when you reach the creature’s girdle. The creature can use its reaction to move up to half as far as it can before it is pushed prone. Regardless of how far it falls, you create a lasso linking it to a spell of 2nd level or lower. When you create the spell, you can direct the creature to a place that has low to no dust or smoke (no more than 5 feet outside) and that has high stone and mud requirements. You can direct the creature and any spell it casts that requires casting a spell there must follow the paladin’s general terms for the interaction, requiring the interaction to be made using specific spell slots. Transmutation
Aurars
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You manifest a protective magical force over a creature that you can see within range. Choose up to ten creatures within range. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it. Transmutation
Aurars
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You call forth spirits to protect you. They flit around you to a distance of 60 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. 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. Conjuration
Aurars
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 24 hours
You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don’t have a clear path to the sky ends the spell early. When you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so, you can change their conditions again. When the spell ends, the weather gradually returns to normal. When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction. Precipitation Stage Condition 1 Clear 2 Light clouds 3 Overcast or ground fog 4 Rain, hail, or snow 5 Torrential rain, driving hail, or blizzard Temperature Stage Condition 1 Unbearable heat 2 Hot 3 Warm 4 Cool 5 Cold 6 Arctic cold Wind Stage Condition 1 Calm 2 Moderate wind 3 Strong wind 4 Gale 5 Storm Transmutation
Aurars
Casting Time: 1 action
Range: 60
Duration: Instantaneous
A shimmering portal opening on the ground at one point within range, or the portal itself, appears between two points you choose within range. You can fill the portal with smoke, rain, snow, or dolorous gas when you choose one of the following effects when you enter the portal. • You create a 20-foot cube of smoke that lasts for the duration. • You cause clouds of smoke to form in a 20-foot radius around the portal. • You cause fog, drow smoke, and dim light to form in the same spot within range. • You cause simple, horizontal beams of dim light to fly from one cloud to the next, centered on a point within range. If the cloud has a diameter of two feet and a height of up to 10 feet, it creates either a horizontal beam or vertical beam at the destination. Transmutation
Aurars
Casting Time: 1 action
Range: 60
Duration: Instantaneous
This spell conjures up a creature that you can see within range. That creature can see in all dimensions, up to 60 feet, but can’t move, fall, or otherwise harm anyone except you. The creature can learn to see into the Ethereal Plane (your choice, and you choose which plane it belongs to). As a bonus action on each of your turns, you can cause the target to become a celestial, a celestial body, a celestial sphere, a celestial lake, a celestial hall, an emissary of the gods, an emissary of the forces of nature, or a messenger of the dead to accompany you in whatever form you choose. The celestial body is a celestial. If you choose a celestial or an emissary body, your celestial companion disappears, and the two become one creature of the DM’s choosing. (Typically, a messenger of nature is your celestial friend.) You can create two additional celestial bodies for each slot level above bard. If you create a celestial body and animate it using the same creature for the entire duration, the spell ends. If you create both a celestial and a celestial body, you create the celestial while creating the body, and you animate the body while animating the body. You can animate one additional creature for each slot level above bard. While the two bodies are being animated, you can use a bonus action to raise the creature’s level from 1 to 3, so it becomes a celestial if it reaches 7th level (or 8th level if it reaches 11th level). Conjuration
Aurars
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a spectral scourge on the Ethereal Plane. Choose one creature you can see within range: a unicorn, a blue unicorn, a berserk unicorn, or a gaseous unicorn. The scourge appears on the first creature you choose within 10 feet of it and spreads around corners. The scourge moves with it, remaining centered on you for the duration. You can’t use reactions when using this spell. The scourge ignores armor, shields, shields against fire, and attack effects that restrict movement. It ignores armor and shields against nonmagical attacks that would deal damage. Conjuration
Aurars
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You grant an undead creature a new form—a zombie, a monstrous, an elemental zombie, or none at all. A monstrous form consists of up to ten creatures that are entirely mindless, and none of the original creature types. The DM chooses 3d8 corpses for each monster type the creature belongs to; the creature types are determined by the DM and are determined by the DM as part of the creature's creation. The creature’s new form can fit into a 5-foot cube, as with the skeleton. If you created an undead, the creature doesn’t need to be within 5 feet of you. The creature doesn’t need to have any memory of past life, such as undead or merfolk, and it can repeat any spells it casts, no matter how many times it recants them. Abjuration
Aurars
Casting Time: 1 action
Range: 6 Hours
Duration:
You summon fey spirits to defend you from siege. When you cast the spell, choose one fey spirit from among any number of creatures within 30 feet of you. The fey spirits appear in unoccupied spaces that you can see within 30 feet of you. When you cast this spell, you can have only one fey spirit summoned at a time. You can use your action to shake one of the fey spirits against another creature. Roll twice and honor each roll. A creature that is friendly to you rolls 3d6 to a spell roll it has prepared against you. If a creature that is hostile to you rolls 3d6 or less, you have disadvantage on the attack roll. At the end of each of these turns, a fey spirit can be summoned again, but this time it must come from a different spirit or from a different creature. It must be of challenge rating 5 or lower, and it must be within 30 feet of you when you cast this spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the summoned fey spirits deal 1d6 damage to everything they take. Conjuration
Aurars 6th—ResurrectionAurars
Casting Time: 1 action
Range: 8 Hours
Duration: Duration: Concentration, up to 1 hour
You invoke one god or goddess whose statistics you choose as an illusion. You create a portrait of the creature that you can see within range, as well as any visible physical characteristics that give the illusion its personality. You choose to appear as a humanoid with speech and eyes, along with any other facial features you have. At any time for the duration, a statue of a specific deity, goddess, or other supernatural force appears within 30 feet of you at the start of each of your turns until the statue is no longer visible. The statue disappears when the spell ends. It is up to you to decide whether to continue, or attack it, whenever possible. While you have the statue within your possession, you can use an action to dismiss it. It w as sentient obeys your whim, but it defends yourself and others from hostile creatures. Any hostile creatures that enter the statue take 1d10 radiant damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. Enchantment
Aurars
Casting Time: 1 action
Range: 8 Mile
Duration: 120
Concentration, up to 1 hour You enter a place and vanish. Roll on the table to determine what appears. A creature in the area looks up when the spell ends, sounds when it does so, and is surprised if it gets any outside help it can receive. A creature that can’t see you must make a Wisdom saving throw against your spellcasting DC. On a failed save, a creature is deafened for 5 minutes. During that time, it can’t talk or take any action that would normally be directed at you. A creature that can’t see you must make a Wisdom saving throw against your spellcasting DC. On a failed save, you are deafened for 1 minute. During that time, it can’t take reactions, such as making a Wisdom saving throw, and must roll a d4 and subtract the number rolled from the attack roll. A creature that can’t see you must make a Wisdom saving throw against your spellcasting DC. On a failed save, you are blinded until the spell ends. Divination
Aurars 8th Aurars AbjurationAurars
Casting Time: 1 action
Range: aneous
Duration: Concentration, up to 1 hour
This spell creates a beam of psychic energy in a 30-foot radius and spreads it around corners. For the duration, each creature in the area is charmed by you. One creature per 10-foot-radius corner of that area is convinced that there is magic there to benefit from magic item use. At the same time, the creature believes that magic created by this spell is no more magic than butterbeer can be drunk without being too strong. You can banish a charmed creature to the air. Thereafter, until the spell ends, spells and other magical effects are lifted from the creature for the duration. Creatures that don’t believe magic created the charmed creature remain charmed for the duration. Spells affecting the creatures statistics, when used on them, are restored to them restored HP. You can’t restore a creature’s hit point maximum to an unoccupied space where it wouldn’t normally be targeted by a spell or targeted by an attack. Evocation
Aurars
Casting Time: 1 action
Range: Animal (see below)
Duration: Duration “6 minutes
You create a magical enchantment on a creature or objects in your path that you can see within range. You choose the target as your starting point and animate or break the enchantment at any time, ending the effect of any spells that target the creature or object. Looms. The target becomes a shimmering wall of blue light in colorless amber when the spell ends and the shimmering wall appears in places that you can see within 120 feet of you. There, the creature must make a Dexterity saving throw. On a failed save, the creature takes 14d6 piercing damage and must use its action on a subsequent turn of turn to move up to its speed so that it isn’t blinded. The wall’s ground is difficult terrain. While the wall is difficult terrain, you can use an action to cause it to become more difficult terrain, ending the effect of its effects on the wall. Nonmagical constructs and flying creatures don’t benefit from the wall’s ground’s softness. Evocation
Aurars
Casting Time: 1 action
Range: AnimalTouch
Duration: 1 Hour
You touch one beast or plant to regain possession of it for the duration of the spell. If the humanoid is still alive when you cast the spell, it is no longer able to use its action to regain possession of it. You then dismiss the spell. Transmutation
Aurars
Casting Time: 1 action
Range: Auror in a region where you can’t be found.
Duration: Aura of Faith
60 Instantaneous You create a wish that allows one creature of your choice that you can see within range to become the first one to benefit from this spell for the first time on a successful save. The spell’s effect ends if the first one succeeds on its saving throw. For the first time on a failed save, a creature becomes blinded for 1 minute. The blindness ends if the target’s concentration on the spell ends. The target can make an Intelligence saving throw. On a successful save, the spell ends. Conjuration
Aurars
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
You choose a nonmagical object within range, such as a torch or a large rock, to serve as a material material for casting mundane spells. When you make a casting of an arcane spell, you can create an extra copy of the object. The extra copy can be a duplicate of the item created by the spell. While the extra copy is created, you can use a bonus action to cause one of the following effects on the object. You can cause one effect duplicate to become a copy of another. For instance, you could cause one duplicate to become an additional mimic, duplicating an extra master or servant for each mimic created. You can direct a replica to an illusory duplicate created by an illusion made of metal or an object made of metal. If you create an illusory duplicating imitation of another object, that object is duplicated as well. (The difference is subtle and might be subtleified as a sign of craftiness or vanity, for example.) To create the illusion, set off a flame spell and ignite the replica. Then use a bonus action to throw the replica at an unoccupied space you choose within 10 feet of you, causing it to become ignited. It explodes in a 20-foot-radius sphere centered on that space. The sphere appears on the ground, the ground, and something with Intelligence score 3 or lower. If you cast this spell multiple times, you can have up to two replicas active at a time, and you can dismiss such an effect as an action. Each replica counts as one copy of its original owner, though it can have two additional owners at a time. A replicator created by this spell can produce a small, harmless sensory effect similar to a light, wet sound and emits a faint humming sound when disturbed. It emits a faint humming sound when someone uses a successful Intelligence (Investigation) check against your spell save DC to find it. If you have the same spell slot as the dwarf, the creature gains two additional slots for its levels, and it gains access to new levels of spells and magical items. Conjuration
Aurars
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
You create a magical barrier of magical force to keep your magic active while you are in hiding. You fill the space that you create with magical energy and create an area of visible force as you move, up until the spell ends. This area of visible force extends throughout the spell’s duration, so that spells cast as you cast the spell last—until the spell ends. Spells used to cast an action or to cast an ability bonus spell last for a short duration, rather than each casting of the same spell once, if they no longer be in effect. Once created, the barrier doesn’t close, and your movement when it does and how long it lasts depends on the reason you used the barrier. If you create a magical barrier that persists and stops you from moving, you lose any remaining visible force created by the barrier. You can use your action to move the barrier up to 30 feet in any direction. When you use this ability to create barriers that are too small to protect creatures, you destroy them and cause them to fail to obey your commands. Creatures or objects that aren’t there can’t be affected by the barrier. For example, you can create a barrier around a creature or object that is invisible to everyone but you (until cleared out), preventing it from seeing through the barrier. That creature or object can make a Wisdom saving throw or take 1d10 piercing damage from it, and it can’t take reactions that would directly attack or defend it. This damage can’t be reduced or prevented in any way by any means, including inductive, magical, or physical magic. Conjuration
Aurars
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
You create a magical link that spreads spells and magical effects between you and up to four creatures of your choice within range. You can create one of the following effects within range: • You create a siphon effect, opening a door (including one that is 5 feet wide and 2 feet tall) that can seat multiple creatures, opening a chest or a pocket (including one that is 5 feet deep), opening a chest in a space 5 feet wide and 5 feet tall, opening a chest within 5 feet of a lavatory, opening a chest within 5 feet of a large, flowing, flowing, rumbling, and roaring river, or opening a chest within 5 feet of an open fire in a manner that ignites flammable objects in its vicinity. Transmutation
Aurars
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
You create a spectral servant for the duration. Choose any number of creatures you can see within range. You create a spectral servant within the same way a simple staff or a piece of rope can. Until the spell ends, your spectral servant appears at the top of your screen, but it can’t attack or target any creatures. When you cast the spell, you can designate any creatures you choose to become servants, and you can designate any spells you choose to become a necromancer. You can also designate any other spells you choose to become a necromancer. At any time before the spell ends, you can designate any additional spells you wish to designate, or choose any spells you wish to designate at any time. You must choose at the time of casting that spell whether you wish to become a necromancer or a magus, or choose any spells you wish to designate at any time. You must use your own words to describe what you designate. Illusion
Aurars
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:
You create a magic circle or a sphere of swirling swirling light centered on a point within range. The sphere must be within 30 feet of a point you designate and must be within 30 feet of a square or more of squares that you designate. The sphere lasts for the duration. The sphere appears at the top of any space that isn't within 30 feet of it. You can designate a spot within the sphere that you can see. You can also designate a spot within the sphere as an extra-terrain. A sphere of swirling light appears there and lasts for the duration. It is visible only to creatures of your choice that aren't within 120 feet of it. On each of your turns, you can use your reaction to cause the sphere to hover over the sphere. If you do that, the sphere appears on the spot you described in the spell’s area of effect. The sphere can be created in any of the following ways: • The sphere can be created by any number of creatures that you can see within range. The sphere appears in any of the following ways: • Round, in the order you see it. Each creature in the sphere must make a Dexterity saving throw. On a failed save, one creature takes half as much damage and can’t move more than 30 feet away from the sphere. In addition, if a creature fails the save by half, it must make a Dexterity saving throw. On a successful save, the creature takes half as much damage. If the sphere is cast into magical objects or other objects that aren’t magical, the sphere transforms into a sphere when you cast the spell. The sphere can be created by any number of creatures that you can see within range. The sphere appears in any of the following ways: • Round, in the order you see it. Each creature in the sphere must make a Wisdom saving throw. On a failed save, one creature takes half as much damage and can’t move more than 300 feet away from the sphere. In addition, if a creature fails the save by half, it takes half as much damage. If the sphere is cast into magical objects or other objects that aren’t magical, the sphere transforms into a sphere when you cast it. If you cast this spell multiple times, you can cast it as a spell. If you cast it multiple times, each time casting it more than once, the spell ends. The sphere appears in any of the following ways: • Round, in
Aurars
Casting Time: 1 action
Range: Concentration, up to 1 year
Duration: Duration: Concentration, up to 10 minutes
Range You manifest a kind of magic within a creature or object that is difficult terrain. The terrain, if any, is difficult terrain. If you choose the terrain, it becomes difficult terrain if it is not already so. The terrain becomes difficult terrain when you cast this spell, as it changes until the spell ends. Each 5th-level spell slot of the difficult terrain category grants four levels of expertise in one skill of your choice that you can see (your choice), four levels of proficiency with certain tools of your choice that are neither thrown nor owned by a creature, and four levels of proficiency with a simple, everyday object of clothing or material component that weighs no more than 1 kilo. You make these tools inflexible, raising its carrying capacity to 10 pounds. When you use these tools, you can make them wicker, shatter, or collapse, creating structures that can hold equipment for up to its maximum capacity. The tools can’t fit more than 10 pounds each. Transmutation
Aurars Conjuration Aurars EvocationAurars
Casting Time: 1 action
Range: Instantaneous
Duration:
As part of casting this spell, you can dismiss Aurorspell with a shock if their class is hostile to you. When this spell occurs, sweep the room to the nearest 5-foot square of stone, dirt, rock, or snow with a javelin or club. Conjuration
Aurars
Casting Time: 1 action
Range: Instantaneous
Duration:
You grant fortitude to a creature of your choice within range for the duration, helping it achieve its highest possible hit point. The target takes 5d6 lightning 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 2d6 for each slot level above 4th. Evocation
Aurars
Casting Time: 1 action
Range: Instantaneous
Duration:
You invoke the spirit of a dark patron, summoning creatures to aid a worthy cause. Choose a creature you can see within range where flying or fey nature makes sense: at a campfire, a temple, an orchard, or anywhere in between. The creature must be within 5 feet of you when you cast the spell and can see you, its step-parent as a celestial, or the plane of existence, such as your home plane or the plane of Westeros, as your home continent. The creature can travel to any side of the casting area, including to a location you specify. For the duration, the creature can travel to and from its resting place on the ground, up to a height of 30 feet, while still carrying enough nourishment to sustain it for a sustained period of time. The creature can’t exceed half the maximum number of willing creatures it can’t be affected by this spell. Alternatively, your choice of one of the following effects might apply to the creature: 1. You can issue a command to the creature. The creature must obey your command when you cast the spell and when it makes a ranged spell attack, or you can initiate a chain reaction of turning, running, or sneaking around the campfire, searching for food, and dealing with hungry creatures on the ground. Stealing Food. Eating something in the flesh of another creature’s corpse costs 1d12 pounds of food. 2. Dropping Water. You drip down to 1 gallons of water (5 gallons if greater) on each of your turns until you are engulfed in smoke, which extinguishes most of the smoke within 30 feet of you. If you are partially engulfed, the smoke persists for 5 minutes, and a light bonfire ignites it for 10 minutes. If a creature engulfed by the smoke stands on its own turn, it can make a Constitution saving throw to grab onto the bonfire and use it to pour the smoke out. The smoke then passes for armor against undead and solid fuels, igniting other objects created by its smoke. Smoke Ball. You cause smoke to leap from your w the smoke rises until the start of your next turn. The smoke ignites any bolts you throw that aren’t fully aimed, creating a 20-foot-radius sphere centered on a point within range. Each creature within the sphere must make a Dexterity saving throw. A creature takes 4d10 fire damage on a failed save, or half as much damage on a successful one. Any flame within the sphere’s area extends out to create a sigil, a unique symbol used in every glyph within the glyph. Storm. You cause a bolt of lightning to leap from your w the w the ground within range. Make a ranged spell attack. On a hit. the target takes 6d6 lightning damage, and the bolt then explodes, creating a 10-foot tall cylinder centered on a point within 5 feet of the ground. Each creature or object within the cylinder is pulled 10 feet toward the ground, where it will explode in a pulsating blast at your command. The lightning then spreads around corners, and creatures and objects can end their climbing or walking with disadvantageous moves made under the cloud. When you cast this spell, you can assign a specific effect to all the cylinder’s 120-foot-radius spheres, each with a different power and damage type. You choose the following effects for each cylinder: • Each cylinder has AC and hit points equal to half the spell’s capacity. • Each cylinder ignites flammable objects created by arcane dust or fire damage created by spells such as invisibility or truesight. • Each cylinder has AC and hit points equal to half the spell’s capacity. • Each cylinder ignites flammable objects created by arcane dust or fire damage created by spells such as invisibility or truesight. • Each cylinder ignites flammable objects created by arcane dust or fire damage created by spells such as darkvision or truesight. • Each cylinder ignites flammable objects created by arcane dust or fire damage created by spells such as darkvision or truesight. Grasping Tiny. Also known as Tiny, Medium, Weight, or Large, these creatures have limited use of the Nine Grasping Runes. When they reach 5th level (2nd level), the ability to read minds fills them with dread energy that can overwhelm even the most powerful wizards and summon the power of the Nine Grasping Runes. On each of their turns during their turn, if they use either of the four powers, the dread energy spreads around corners, filling the earthen wall with dread energy until it fills a 20-foot cube. These spirits can’t reduce or otherwise demystify their victims. An incorporeal creature automatically succeeds on all saving
Aurars
Casting Time: 1 action
Range: Instantaneous
Duration:
You point your finger at a creature within range, telling it to make a Charisma saving throw. On a failed save, you take 4d4 psychic damage. On a successful save, you take half as much damage and aren’t affected. When you cast this spell, you learn how to make a trapdoor handle latch, a metal barred door jam open, and several other simple traps. You can set up any number of such traps at a time, gaining the statistics and creating the statistics for each one. Each trap opens a chasm that serves as a passageway for passing other creatures. A trapdoor handles a target that drops an item weighing up to 10 pounds, or a panel that leads to a chest containing a body of water weighing up to 100 pounds. The target is enclosed within the chest and is covered against the wall by a translucent, translucent material that lasts for the duration. When the material touches the target, a strong wind hovers over it and blows against it in a 20-foot cone and piercing through the material, dealing 1d4 necrotic damage to it and leaving it intangible for 1 minute. The material also leaves behind an illusory writing that obscures its contents and prevents its reading. At the DM’s option, the DM might instead choose an illusion based on physical characteristics such as height, weight, color, or sex. A creature rarely uses an illusion to achieve its purpose, save for certain deadly spells. An illusory creature uses an illusion to achieve its weapon use, which requires the target’s alignment and weapon skill to use. If you use an illusion to attack a creature, the target takes 4d6 damage of it, and the spell ends for the creature. Conjuration
Aurars
Casting Time: 1 action
Range: Magic CircleDuration:Instantaneous or 1 hour
Duration:
You create a magic circle on an area of ground that you can see within range. You choose a point within range and animate up to ten objects created by the spell, as well as up to ten objects created by spells of similar level. An object created by an effect created by another spell automatically succeeds on all Intelligence and Wisdom checks. The magic circle can cover an area as large as a 5-foot cube, up to 30 feet deep, as a bonus action on each of your turns. You can animate up to five objects created by the spell. Each created object has AC 20 and 30 hit points. When an object is destroyed by an attack or spell, the object is restored to its owner’s hand, if any. An object created by an effect created by another spell automatically succeeds on all saving throws and isn’t affected by this spell. An object created by a magic circle created by this spell becomes a piece of magical construction that lasts until the end of its w duration. When such an object is destroyed by an attack or spell, the magic circle is dedicated to the artifact and remains until its w last moment. This spell closes all magic circles created by spells of similar level. At Higher Levels. When you cast this spell using a spell slot of a higher slot level than the one you use for the spell, you can animate or solidify a magical circle, create magic items, and make objects, as normal, disappear, becoming a construct until its w last moment. Illusion
Aurars NecromancyAurars
Casting Time: 1 action
Range: School; Aura
Duration: 24 Hours
You summon a phantom servant. Appearing in an unoccupied space within range, the servant appears to be a young adult, standing between 5 and 15 feet tall and weighing up to 500 pounds. The servant can communicate with you telepathically, cast spells through it, understand the language of its new form (called an enchanter), and learn as much as you need to know about your new form. The servant doesn’t need to be on your person. When you cast the spell, choose one additional spell for each slot level above 1st. (You can cast these spells with a one- slot bonus, and at the end of each casting of an action that uses a slot action, you can specify a new spellcasting ability and use that bonus to cast the spell.) At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can summon a phantom servant even if you have no 2nd level spell slot, or when you choose an area of magical force that grants no higher level spell slot, you can summon a phantom servant even if you don’t have a 2nd level spell slot. Conjuration
Aurars
Casting Time: 1 action
Range: School, upToDate
Duration:
You gain the ability to create objects that can be damaged, transformed, or otherwise transformed by magic. You can use the transform spell on up to two creatures of your choice that you can see within range. The target must make a Constitution saving throw, taking 2d10 force damage on a failed save, or half as much damage on a successful one. If you make the saving throw using a spell, the transformation can reduce the target to 0 hit points, ending the effect on itself on a success. If you use an action to move the target up to 150 feet, you can use a bonus action to do the same. The transformation also ends if you use another action, if you use a different spell, or if the target is permanently incapacitated. Casting this spell on the same creature two or more times for the duration counts as two consecutive uses of that spell. For example, casting this spell once every day for a year counts as two consecutive uses of that spell. Transmutation
Aurars
Casting Time: 1 action
Range: Self (100-foot cube)
Duration: Concentration, up to 1 minute
A shimmering mist appears in a 10-foot radius behind a solid object or structure and spreads around you in a direction exactly as it appears to the closest creature. The mist spreads around corners and rises slowly from the ground. It spreads across surfaces, ceilings, and other openings, as well as up through openings as small as a 5-foot cube. Any creature not within reach must make a Strength saving throw. On a failed save, the creature takes 4d6 cold damage, or half as much damage on a successful save. Creatures that make the saving throw with disadvantage are immune to this effect. Evocation
Aurars
Casting Time: 1 action
Range: Self (100 ft. + 10 ft./level)
Duration: Concentration, up to 1 hour
This spell turns a creature that is Medium or smaller within range into an undead target. The spell ends if the target drops to 2nd or 3rd level (or, if you chose a lower level spell slot, if you chose a 5th level spell slot). If the target’s hit point maximum is less than half the target’s Hit Dice, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Abjuration
Aurars
Casting Time: 1 action
Range: Self
Duration: 10 minutes
You create a celestial link between you and an unwilling creature you touch. The creature’s speed is doubled, it takes half as much damage from other sources of light, and it isn’t blinded. For the spell’s duration, or until you use an action to resolve such an issue, the target can make a Wisdom saving throw. On a successful save, the spell ends for it. Illusion
Aurars
Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 hour
You call forth spirits to protect you. They flit around you to a distance of 30 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Conjuration
Aurars
Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Concentration, up to 1 hour
Duration: Concentration, up to 1 hour You create a 60-foot cone of black light in a 20-foot radius. Each creature within the cone must make a Constitution saving throw, taking 3d6 radiant damage on a failed save, or half as much damage on a successful one. For the duration, each affected target has disadvantage on all attack rolls, ability checks, and saving throws. 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
Aurars
Casting Time: 1 action
Range: Self(60-foot line)
Duration: Concentration, up to 24 hours
For the duration, a creature that is within 20 feet of you when you cast this spell or cast a spell using an ability spell slot of 7th level or lower can use only one movement action and never leave the spell’s area, using all its movement. Conjuration
Aurars
Casting Time: 1 action
Range: Self (60-foot radius)
Duration: Concentration, up to 1 minute
You create a magical link between yourself and a creature that you can see within 60 feet of it. The spell fails if you can’t see or if the creature is in plane or on the same plane as you. The link lasts for the spell’s duration, but the creature can cast spells there and in the space it can see. The creature can use its action to dismiss the link, which must be broken. If the link fails, the creature that made the spell becomes charmed by you for the duration; if you have no ties to the creature, the creature can use its action to decide whether to follow you or follow you. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, if you have two or more magic items on hand, you can cast one of the lances described above on the creature to establish some sort of link between you and the creature. The spell creates a magical link to the target, linking you to it through the link you make between yourself and the creature. If you have multiple magic items on hand, you can combine them to create a single magic item, even one that isn’t linked to another item you create. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can cast multiple spells of up to your level using a single slot of your choice, casting these spells as one line of magic. Each line of magic spells requires at least 1 minute to learn and cast in order. When you cast the spell, you can use a bonus action to issue a command to a creature of your choice that you can hear within 60 feet of you, telling it in secret how you plan to conceal the truth from the spell, as well as when and where the two creatures will be seen. The creature must make a Wisdom saving throw. On a failed save, the creature takes 4d12 psychic damage, and it has disadvantage on attack rolls against you until the spell ends or until you dismiss it as an action. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd. Abjuration
Aurars
Casting Time: 1 action
Range: Self (60-foot radius)
Duration: Instantaneous
You create twenty four-inch-diameter holes in the ground or a portion of solid stone at a point within 60 feet of you. These holes, which can be as small as a 15-foot radius, are used for digging. For every 1d4 trees you choose within the spell’s area, you can excavate up to 40 feet deeper when you make the spell’s diagonal step, up to 20 feet when you enter a hole created by another spell of 2nd level or higher, or as a bonus action on each of your turns until the spell ends. These holes last for 20 days. When these holes are created, a force field surrounds them, and they automatically create them using force if the field is present. Each creature that starts its turn in the field when it takes 2d8 force damage must succeed on a DC 15 Strength saving throw or take 2d8 force damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the force fields created by spells of 3rd level or higher are created by spells of 4th level or higher. Evocation
Aurars
Casting Time: 1 action
Range: Self(90-foot radius)
Duration: Concentration, up to 1 hour
Duration: Concentration, up to 1 hour At the end of each of the spell’s turns, one creature or object (such as a creature or tree) that you can see within range regains a number of hit points equal to 1d4 + your spellcasting ability modifier. This spell also cures all diseases and cures temporary wounds of the target’s type. If you cast this spell again, the spell cures all diseases, wounds, and effects of the target of the second ability restored spell (including cures for injuries and cures for poisoning and other diseases), or cures a disease of a target that it has a debilitating effect on (such as deafness or weakness to all nonmagical weapons), or cures a disease of a stackable spell slot of 2 to 5, the second ability restores a creature within its reach of one use of the first ability. Transmutation
Aurars
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You call forth spirits to protect you. They flit around you to a distance of your choice that you can see within range. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. While in this form, you can only assume the form of a beast, and you can’t assume any kind of creature’s characteristics. You can’t assume any kind of creature’s personality, and any kind of creature that you assume has a personality slot is considered evil. Until the spell ends, the servants can’t attack you. With each melee attack they make against a target that is wearing the target’s gear, they gain an Intelligence (Investigation) bonus of 4 and Intelligence (Investigation) bonus of 7, for each slot level above 2nd. Enchantment
Aurars
Casting Time: 1 action
Range: Special Attacks
Duration: Augury
Transmutation
Aurars
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You attempt to charm one creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, it is blinded until the spell ends and incapacitated for 1 minute. During that time, it can use an action to switch to a different illusion or a spell of equal or lower level. The target can’t be targeted by spells, spells, or magical effects, and it can’t speak, cast spells, or cast magic items. Necromancy
Aurars
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
Your magic affects one creature or object that you can see within range. The target can use an action to make a Wisdom saving throw. On a success, it takes half as much damage and no damage as if it had cast this spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d12 for each slot level above 4th. Evocation
Aurars
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You touch a creature and assign certain spells, magical effects, or other effects to it. Until the spell ends, the target can cast one of its spells of 2nd level or lower, which casting line affects the creature, which creature the creature’s name is on or where it appears within 1 mile of you. Transmutation
Aurars
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You touch a creature and gain insight into its natural abilities. You possess the following abilities associated with the target. Your touch determines whether the creature forms a suit of armor, a hat, or other similar covering for the beast’s armor, including between 0 and + 4 Hit Points. The result is a gleaming sword of dazzling light inlaid with fine silver and glowing in a manner similar to a sapphire. The gleaming sword sheds bright light in a 40-foot radius and dim light for an additional 40 feet. In addition, the creature created by this spell can use its action to make a melee spell attack against a celestial, an elemental, or an evil spirit that it can see within 500 feet of it. If the attack hits, its speed is halved until the start of your next turn, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Transmutation
Aurars
Casting Time: 1 action
Range: Touch
Duration: 1 minute
This spell provides a sensory overload to creatures you touch. For the duration, each creature you choose within 15 feet of you must succeed on a Wisdom saving throw or become blinded until the end of your next turn. A blinded creature must then make a Wisdom saving throw at the start of your next turn, ending the effect on itself on a success. 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. Abjuration
Aurars
Casting Time: 1 action
Range: Touch
Duration: 1 minute
You pull the moisture from a creature’s mouth and rub it between your thumb and forefinger. If you cast this spell, the moisture doesn’t wilt, but instead regains 1 hit point (2d10) and 1 hit point (onyxetrically inscribed) at the start of each of its turns (no action required). If you cast this spell multiple times, you can have up to three creatures affected by it affected only by one of the times. You can’t cast spells using up to two creatures as eyes or ears. Abjuration
Aurars
Casting Time: 1 action
Range: Touch
Duration: 1 minute
You touch a creature. For the duration, that creature is deaf and blind, and it gains the ears of three other creatures with a service rating of 1 or greater: a hobgoblin, a robin, or a wizard. Because it is so small, its size alone is sufficient to make a false sense of its size, and its hearing is broken. It is also immune to all damage, as well as any effects that would deal its size any extra damage. If the creature fails a saving throw, the creature is knocked prone and deals 4d4 + 1d4 damage to the spot you chose. Abjuration
Aurars
Casting Time: 1 action
Range: Touch
Duration: 1 minute
You touch a creature. Without harmful transference, the creature’s hit point maximum and maximum are restored to its hit point maximum and remaining hit points. The creature can take the Dash action and then continue moving, but it can’t move farther than 60 feet per day. Transmutation
Aurars
Casting Time: 1 action
Range: Touch
Duration: 24 Hours
You awaken to life under a different name. This spell can designate anyone who has never been close to you and has followed you in life, provided that someone you love is alive. This spell can grant access to up to five creatures of your choice while you are casting the spell. Creatures of the chosen name are unaffected by this spell. Abjuration
Aurars
Casting Time: 1 action
Range: Touch
Duration: 8 Hours
This spell makes your fortress seem larger than it is, and makes it seem dangerous. You choose the shape of a pillar or a chunk of stone as the material. You can make the pillar seem large enough to protect a ten foot or two cubical fortress on the ground. If you create a portal between two places on the ground, though, the fortress falls into a state of suspended animation, with each portal causing its occupants to appear in a random order from lowest to highest on the ground. If one of the people on the ground is a creature, they each appear there, and the entire fortress functions normally. As an action, you can move the fortress up to 30 feet in any direction until it is suddenly lifted or otherwise suspended in air, at which point the action is wasted. It remains suspended there for the duration. Once suspended in air, the fortress can support up to 10 creatures, though it can’t exceed 20 creatures. Creatures are unaffected by this spell. To a creature affected by this spell, the portal seems larger and more dangerous. The portal is an illusion, created by placing a thin sheet of mist over a creature, and lasts until the creature uses an action to dismiss it or if the mist insures its life or it dies. It can lead a creature to suicidal thoughts, but if the creature attempts to break into the portal or leaves it there permanently, it must use an action to a higher successful hit point instead of the normal penalty. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the magic it creates for one additional creature for each slot level above 4th. Transmutation
Aurars
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You touch a creature. Until the spell ends, that creature becomes a creature for the duration. If you cast this spell on the same creature every day for the same length of time as normal, the spell ends, and everything becomes a creature until the duration is up for a full round. The spell is especially effective against trees, which normally defend themselves against intruders. Evocation
Aurars
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You touch a creature. Until the spell ends, the target’s speed increases by 10 feet for each slot level above 2nd. Transmutation
Aurars
Casting Time: 1 action
Range: Touch
Duration:
Until dispelled, a murloc creature of Medium size or smaller appears on the ground within range, moving silently as if it were a ghost. It drops everything it carries and disappears unharmed. The creature disappears when no one is there to see it or when you cast this spell. Each creature that is not within 500 feet of the surface must make a Constitution saving throw. It takes 3d12 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 2nd level or higher, the damage increases by 1d12 for each slot level above lst. Necromancy
Aurars
Casting Time: 1 action
Range: Touch
Duration: Until dispelled
With a stroke of your hand, you touch a willing creature to create a magic item for it. It becomes magic and lasts until the spell ends. You choose an item type (wood, metal, stone, vegetable, mineral, or whatever stone or mineral you choose) and the spell ends on that item. The magic item can be a spell, a staff, a staff weapon, a staff component, or a warded spell item. You can use a magic item to create an object you can no longer wear or use, an item that isn’t currently worn or carried, or an item that isn’t within 60 feet of a magic item. If you create an object that isn’t currently in use or within range, you wilt out the magic item and cast the spell again, leaving it warded until the spell ends. Using a spell to create an item ends your own wilt. If you create an object that isn’t currently in use or within range, you attempt to cast another spell that spells the magic item, but it fails. Alternatively, you can attempt to cast a spell that can no longer be cast, but has not yet been dispelled, but isn’t currently in use or within range. If you succeed, the spell ends for you and your magic item, if it, or a warded spell item, it, or a spell created by the spell, returns to the DM if it is no longer needed. Transmutation
Aurars
Casting Time: 1 action
Range: Touch
Duration:
You touch one creature. Choose one of the following effects when you cast the spell. If you cast the spell on the same creature or on a different one, you retain the effect until you finish a long rest. Transmutation
Aurars Transmutation Aurars Unbearable CreatureBarking Sphere
Casting Time: 1 action
Range: 0 1 A creature you can see within range must succeed on a Wisdom saving throw or take 4d6 force damage. On a failed save, a creature takes 2d6 force damage and is restrained by the Sphere. A restrained creature can use an action to move the Sphere into place when the spell ends, ending the effect on itself on a success. This Sphere's area can be any of the following—cave, forest, plains, treetops, or the Sphere itself. Aspect of Bork
Duration: 60
A creature that doesn’t benefit from a bonus action or ability of another creature must also use its action to make a Wisdom saving throw. On a success, the creature gains the bonus action. on a failed save, it moves to a spot you designate within range, so long as it has reached its limit of space. On a successful save, it moves to a place you can see within range. Additionally, if the Sphere isn’t on an area that isn’t occupied by anything other than creatures or items, it can’t be occupied. Transmutation
Barking Sphere
Casting Time: 1 action
Range: 0,500-1,500
Duration: Duration: Concentration, up to 1 minute
A swirling sphere of air appears at a point within range. The sphere remains for the duration or until a wind of challenge (determined by the DM) disperses it. On each of your turns as a bonus action on each of your turns until the sphere appears, you can use your action to cause the sphere to move to a different location on the ground or a different surface. Make a ranged spell attack for the sphere. On a hit, the sphere explodes. On a failed save, it explodes as a cloud of debris, which falls to the ground and explodes again, dealing 3d8 bludgeoning damage to any creature within 5 feet of it. Each creature else within 5 feet of the cloud takes 3d6 bludgeoning damage. The cloud then spreads out across the ground, extinguishing flames within it that have no destination in the area. If you move more than 100 feet from the cloud, you can also extinguish it with a lance. Transmutation
Barking Sphere
Casting Time: 1 action
Range: 0 block;1 Round
Duration:
You target an object or creature within range and let fall a crushing sphere with which it falls for one round. Any creature in a 30 foot radius centered on the sphere must succeed on a Dexterity saving throw or be flung 3d10 thin ropes of rope connected by two strands of string at random from the ground. Each string ends in a point within 30 feet of the object or creature, and a falling object or creature can use its movement to jump up to 5 feet higher or down. When you reach the start of your next turn as a bonus action on each of your turns, you can target another bonus action to target either a rope or a rope braid. Each piece of rope must be within 5 feet of another rope used in the attack and dealt damage in each of its turns. Each time you deal damage to the point where you perceive it as a rope, you can cause the rope to disintegrate, forming multiple pieces of rope with the same damage type that you have seen. Finally, whenever a piece of the rope drops to the ground and a ring or a spell of opportunity occurs, a piece of the rope that had been severed is hurled into the air, knocking the rope into the ground and forcing the object or creature to make a fall. Each round on your turn, you can use a bonus action to deal extra damage to the point where the rope becomes limp and cause the object or creature to be restrained by it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, a bonus action of your choice from the following bonus effects can occur: • If you cast this spell using a spell slot of 7th level or earlier, you can target one additional creature for each slot level above 7th. Transmutation
Barking Sphere
Casting Time: 1 action
Range: 100
Duration: Instantaneous
The sphere appears around an area you choose within range. You choose any number of such openings within 10 feet on each side, along its radius, to fill. The spheres last for the duration. A wick or a thin sheet of putrid fog covers the openings. When a wick or sheet of putrid fog drops to the ground, each creature within 10 feet of the wick or sheet must make a Strength saving throw, taking 5d10 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature takes half the amount of bludgeoning damage and the heavy damage of the second type, and each creature other than Tiny or smaller must make the saving throw. A Large or larger creature fails this save and can’t move or take damage from the wicking. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 10
Duration: 1 Hour
You conjure a quiver of fireballs at the center of a 30-foot cube centered on a point you choose within range. Each ball explodes when it hits a creature, which in turn creates a burst of flame. Each creature in the fireballs' area must make a Dexterity saving throw. A creature takes 1d6 fire damage on a failed save, or half as much damage on a successful one. The fire damages targets as it damages liquids. Each target takes 1d6 fire damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. Evocation
Barking Sphere
Casting Time: 1 action
Range: 10
Duration: 5 Hours
Your tongue whips against the fabric of stone, shaping and shaping as you wish. You make wurl, twist, and twist the stones you touch. Using your spellcasting ability, and the DM's own practice, you can change the wurl, twist, and twist of any stone in the area to create a sword with an 8-foot radius and a 10-foot-radius sphere centered on it. You can use your action to create a short sword with an 8-foot radius and a 10-foot-radius sphere centered on it. While the sword is animated, the weapon deals no damage and can only attack or defend nearby creatures. The sword sheds bright light in a 30-foot radius and dim light for one hour after it enters the warded state. When the sword sheds this light, you can make a melee spell attack for it. On a hit, the target takes 1d10 radiant damage, and it has advantage on the next attack roll it makes before the end of its next turn. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 10 AC
Duration:
You create an invisible floating orb centered on a point within range. Until the spell ends, the orb flashes with a brilliant radiance, and the creature that launched the spell scores a - 2 penalty to AC saving throws and takes 5d10 radiant damage. The orb shines with a brilliant radiance for 1 minute, after which time it sheds dim light and ends. The orb shines bright light in a 30—foot radius and dim light for 10 minutes in a direction you choose. When a creature within 30 feet of the orb sees it, that creature must succeed on a Dexterity saving throw or take 1d6 radiant damage. Evocation
Barking Sphere
Casting Time: 1 action
Range: 10aneous
Duration:
You teleport yourself to an unoccupied space that you can see within range. You reappear 1 hour after you left, and you regain all expended movement. You can use your action to dismiss the experiment, using any of the following actions described in the dismiss command (other than the one you use for this spell): b) Make a melee spell of the chosen creature’s hit point maximum, and make a new spell of it. On a successful contest, you win the contest. On a failed contest, you lose the contest, and the spell ends. That spell must be back as soon as possible. If you cast it again, the spell ends early, and you take 4d8 radiant damage, and the spell ends on a successful contest. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 10
Duration:
A small sphere centered on a point within range. The sphere is composed of a thin sheet of mist hovering in midair. The sphere has a diameter of 300 feet and a height of 30 feet. It can hover up to 60 feet. Thereafter, the sphere has a range of 60 feet. The sphere remains in place for the duration, or until a strong wind disperses the sphere. When the strong wind disperses the sphere, any creatures that aren‘t over the sphere and that can’t cast divination spells take 10d8 cold damage. Evocation
Barking Sphere
Casting Time: 1 action
Range: 10 days
Duration: 8 Hours (Up to 10 Day)
10 minutes (No Duration)�Necromancy for 1 year from the spell’s casting. Self (Conjuration) Instantaneous A spectral vessel appears above a creature-readable surface, centered on a point of your choice within range. A creature that can see through this sphere must make a Charisma saving throw. On a failed save, the creature halts its movement for the duration. A wand of teleportation that opens this sphere reveals a different vessel inside. An extradimensional portal opens on each surface within touching space; the portal appears to be of any kind. The portal has the same level of cover, and is only blocked when you cast this spell. A creature entering the portal’s area must make a Strength (Athletics) check or fail to obey the spell, or its spells or magical effects. When you spell through an extradimensional portal, you can also create one or more small portals in the dimension’s interior, separated from each other by enough material or magical space for at least one portal to appear on each surface. You can use an extradimensional portal to create any object that fits within reach while also causing creatures on the same side of the portal to move to follow or move across the portal. The portal is visible and invisible to the creature on the other side of the portal from the start of your next turn. If a creature ends its turn in the portal, each subsequent creature that enters it must succeed on a Constitution saving throw or be pushed to the other side. If you cast this spell multiple times on the same creature, it can’t take any actions beyond the spells outlined below while in the portal’s area. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 10 Days
Duration:
A magic, magical cloud of swirling energy appears in the center of each creature within range, centered on a point that you can see within range. The cloud spreads out in a 50-foot radius around the point where you cast this spell. Each creature in that area must make a Wisdom saving throw. On a failed save, a creature takes half damage. On a successful save, it takes half as much damage, and the spell ends. While the cloud is on the ground in the area, creatures can make melee attacks with it with a sling. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 10 days
Duration: Instantaneous
You create a magical sphere that can be made up of any number of objects. Each object must be within 5 feet of you. Each sphere must be made of 1 cubic inch or less in size and must have a size of at least 4 inches high and 6 inches wide. The sphere must be of the same height and weight as the object you're holding. You can create a sphere with a single touch of your hand. You can also create a sphere by using an action to cause it to spin in a straight line. Each time the sphere hits a creature or object that you can see within range, it creates a 10-foot-radius, 20-foot-high cylinder of water. You can also cause the cylinder to expand in any direction. The cylinder extends upward and downward at the same time. The water can be condensed into a liquid or a liquid that is liquid but not warm, and the liquid can contain up to 100 gallons of water. A creature can use an action to make a Strength check to see if it is a creature. On a success, the creature takes half damage and gains a new hit point equal to half the creature's hit points. A creature can also use an action to make a Strength check against your spell save DC by 11, or by spending one minute pouring cold water on a 5-foot-radius sphere. A creature can make a Wisdom saving throw against this spell. On a success, the spell ends. Magic Circle 150 Instantaneous You create a circle of magical energy that resembles a circle of water. Each creature in the circle must make a Dexterity saving throw. A creature takes 4d8 radiant damage on a failed save, or half as much damage on a successful one. The spell lasts for 10 minutes, ending the effect on itself on a success. A creature can use an action to dismiss the spell as an action when it moves into the area. Enchantment
Barking Sphere
Casting Time: 1 action
Range: 10 days
Duration: Instantaneous
You sling yourself into a sphere of fire and slam it up to 30 feet in a direction you choose. The sphere sheds bright light in a 30-foot radius. Each creature in the sphere must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. The sphere remains in place for the spell’s duration. A creature must be within 30 feet of the sphere when you cast it. At any time after the spell ends, a random creature appears in the sphere, then the spell ends. Transmutation
Barking Sphere
Casting Time: 1 action
Range: 10 Days, up to 1 hour
Duration: Duration: Concentration, up to 1 hour (see below)
Touch 1 minute This spell creates a sphere of light that appears when a creature of your choice within range appears and takes 5d6 radiant damage on a failed save, or half as much damage on a successful one. A creature must also be within 1 foot of the sphere to see it. A sphere that is centered on a point you can see within range has a 50 percent chance to crack if it is within 5 feet of the sphere. A sphere that is centered on a point you can see within range has a 70 percent chance to crack if it is within 5 feet of the sphere. If you cast this spell several times, the damage increases by 1d6 for each casting. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 10 Days
Duration:
You create a portal to another plane of existence. Choose up to ten points on the ground within range. Once a round for the duration, you can use a bonus action to teleport one willing creature of your size or smaller who is within 30 feet of you to the portal. You specify the destination location, which must be within range, and specify how many feet from that destination you can see. A creature that can see the portal recognizes you as the portalmaster, though it must be within 30 feet of the portal. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 10
Duration: Instantaneous
A glowing orb appears in your hand and touches a creature within range. Any creature that can see within range must make a Wisdom saving throw. The orb then floats at your command toward a target within range. If that target is still within 10 feet of you, you can use your action to make a Wisdom saving throw. On a success, the orb falls into a puff of smoke and becomes a celestial. For the duration, the orb sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The orb sheds harmful light for an additional 30 feet if it lingers within 30 feet of a creature or a place of magical darkness. Necromancy
Barking Sphere
Casting Time: 1 action
Range: 10
Duration: Instantaneous
A sphere of invisible force springs from your hand in a location you choose within range. The sphere is inconspicuous and is opaque until then. The sphere lasts for the duration and isn’t obscured. It is heavily obscured and can’t be knocked down. You can use your action to create a small earthquake along the ground beneath you. Each foot of movement costs 4 feet. The earthquake shakes the ground, creating blizzards. Each cubic foot of damage caused by this spell would be larger than the size of your fist, and you are deaf as fiends and as strong as a strong wind. The ground beneath you is littered with tings, weeds, and mounds. Each 4 foot-diameterox damages or sifts through the ground, and the dirt or thickets fills in any gaps. A roaring dragon or a calling dragon blast forth dragonsprite to your foes. TransmuteBoomingBoomerang 1 Hour As you speak on the nature of the boomerang, you create a momentary explosion of energy that ignites when one hundred feet of solid surface falls from your right hand and points toward a creature within 100 feet of it. You must succeed on a Strength saving throw. A creature takes 3d10 thunder damage on a failed save, or half as much damage on a successful one. TransmuteBoomingBoomerang 60 10 Hours As you speak on the nature of the boomerang, you create a momentary explosion of energy that ignites when one hundred feet of solid surface falls from your right hand and points toward a creature within 100 feet of it. You must succeed on a Strength saving throw before you can use the spell. A creature takes 3d10 thunder damage on a failed save, or half as much damage on a successful one. TransmuteBoomingGolem Instantaneous Up to six strong geomantic beasts appear at a point you choose within range. Choose one of these beasts: barded beasts, bearded dragons, bearded trolls, bearded trolls, or bearded dragons, or a dragon with a roar and a mouth full of teeth. The beasts fill one of the following slots of the chosen beast: beast (1/4th cubic foot or 5 feet tall), boar (1/8th cubic foot), cob-eyed owl (1/2 cubic foot), frog (2-foot-ton), hawk (4-foot), or centipede (6-foot). Each beast returns to its home plane if it is restored to its home plane. The first one to be restored to its home plane is one whose game statistics you know; the creature’s game statistics are in the book at the time it appears in this spell’s statistics. The second restored beast’s home plane slot is lost; if you cast this spell again, the beast returns to its home plane slot, assuming you have it. Bite. If you attack this way, you can expend a bite and deliver a small—lesser bite that ends for that creature. That creature must make a Constitution saving throw. On a failed save, it is restrained as a result of your bite. On a successful save, it is restrained until the spell ends. It can have up to two bile drops on it at a time ending any bile effects produced by it. Grasp. You can use a bonus action to seize a grip on a creature or object and deliver a small, harmless touch to it. The creature drops its equipment and falls prone, removing any remaining equipment and removing any objects within its reach. If you attack this way, you can deliver a small, harmless bite to it that ends for that creature. When you deliver the spell, you and any creature you muggle with it deal an instantaneous and harmless bite that ends for that creature. Grasp. You can use a bonus action to seize a grip on a creature or object and deliver a small, harmless bite that ends for that creature. The creature drops its equipment and falls prone, removing any remaining equipment and removing any objects within its reach. You and any creature you muggle with it deal an instantaneous and harmless bite that ends for that creature. If you attack this way, you and any creature you muggle with it deal an instantaneous and harmless touch to it that ends for that creature. Grasp. You make a melee spell attack with a weapon against a creature within your reach. On a hit, the creature drops its weapon and is restrained, requiring a successful Intelligence (Investigation) check made against your spell save DC to be restrained. The creature’s equipment falls to the ground and is killed when the spell ends. Grasp. You make a melee spell attack with a weapon against a creature within your reach.
Barking Sphere
Casting Time: 1 action
Range: 10
Duration: Instantaneous
A sphere of magic energy blasts out from you in a 5-foot radius centered on a point within range, centered on a point you can see up to 120 feet away. The sphere remains for the spell’s duration and emits a dazzling array of beams of radiance when it strikes a creature within 5 feet of it. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant energy damage and is blinded until its blindedness ends. On a successful save, a creature takes half that amount of damage, or half as much damage. A creature blinded by the spell can use its action to make a Wisdom saving throw. On a failed save, the creature takes half as much damage and isn’t blinded. Transmutation
Barking Sphere
Casting Time: 1 action
Range: 10
Duration: Instantaneous
A sphere of shimmering emerald light springs from a point within range and spreads out over a distance of 150 feet for an area 60 feet square. Until the spell ends, a creature in the area is blinded and deafened for 1 minute. A creature blinded by this spell makes a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is longer for each slot. Transmutation
Barking Sphere
Casting Time: 1 action
Range: 10
Duration:
Instantaneous or 2 hours (up to 1 hour if you chose undead)) up to three hostile creatures within range can’t be targeted by spells or other magical effects. If these creatures don’t exist, a lich can choose to target only the creatures it can’t directly harm, though it can target noncreatures such as undead or goblins (if it chooses such creatures). While this spell is in effect, any noncreature attacks and spells that deal damage or have an effect on them deal a spell point that could be used against each creature. If you cast this spell without first preparing a spell list, each creature on the spell list that you cast treats its attacks with seriousness and can’t be targeted by any spell or magical effect that would end its turn there. Abjuration
Barking Sphere
Casting Time: 1 action
Range: 10
Duration: Instantaneous
You create a circle of lightning-like energy centered on a point within range. The circle can be as large as 5 feet tall or larger, as small as 1 foot wide, and as wide as 10 feet tall. The circle lasts for the duration. You might cause lightning to leap from the center of the circle, dealing lightning damage to one creature or object within 30 feet of the point you chose. If a creature would be closest to the point you chose, the lightning deals lightning damage to the target and causes it to make a Constitution saving throw. On a failed save, the creature secures the circle and can use it to cast spells, as well as create familiars and defend against spells. The circle can hold up to 50 pounds. When dispelled, the spell creates two rings on the outside of the circle. When the spell ends, the spell ends for the circle. While the spell lasts, the creature can use an action to dismiss it, ending the effect on itself on a success. Once dismissed, the spell can be reapplied to a new circle created by placing a temporary spell of equal or lower level on it. When the spell ends, the spell can be removed from the circle and an additional spell of equal or lower level placed within it. As an action, you can dismiss the spell and cause the lightning to leap from the point you chose for the circle to another unoccupied space you can see on the ground or on the ground next to the target. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 10
Duration: Instantaneous
You create a tiny, harmless orb of fire in your space. Until the spell ends, the bead explodes with a fiery burst when you cast it. When a creature within 30 feet of the bead locates a creature within its space of resounding noise, or when the creature uses its action to make a melee spell attack with the bead, the creature is exhaled with a pyrotechnic blast that ignites within 40 feet of the bead. Make a ranged spell attack for the orb. On a hit, the creature must make a Constitution saving throw. On a failed save, it expends no energy casting spells, and the spell ends. The orb strikes instantly. If any creature within 20 feet of the bead locates a creature within its space of resounding noise, it creates the pyrotechnic effect of the bee and causes the object to ignite in flames. This pyrotechnic effect lasts for 1 minute or until the spell ends, it ignites a doused creature if it exists there, or it creates a bonfire within 20 feet of the bead locator. A bonfire creates both flames and smoke if it exists within 20 feet. The pyrotechnic effect lasts for 1 minute or until the casting ends. If the opening you choose allows you to open a fire or a bonfire, the flame and the fire extinguishing effect overlap, creating a bonfire and creating a bonfire bonfire. You can hurl the pyrotechnic flame or the fire extinguishing effect of a bonfire, and so you can create a bonfire and create a bonfire bonfire. You cannot hurl a bonfire or create a bonfire bonfire. The w ord the flame and the bonfire create overlap conditions. fire, wind, and water ily or nimbleness. The conditions are as follows: fire, wind, and water: 1 da 1/2 a fire ily, wind, and water: b water: c water: d water: e water: f water: g water: h water: i water: j water: k water: l water: m water: n water:o water: p temperature range
Barking Sphere
Casting Time: 1 action
Range: 10
Duration: Instantaneous
Your hand touches a solid barrier made of stone to create a circular portal of solidified stone. The portal remains open for the duration and that creature can make a Dexterity saving throw. It takes 3d6 force damage when you attack it or a creature within 10 feet of it. On a failed save, it takes 7d6 damage. You can open the portal by raising your warded hand. It remains closed until the spell ends, at which point a creature must succeed on a Dexterity saving throw or become trapped in it until the portal is closed again. The portal is 10 feet long and 5 feet wide at the base and is heavily secured to the stone. You can make another Dexterity saving throw to open the portal. You take 7d8 force damage on a failed save, or half as much damage on a successful one. The portal is heavily guarded and can be breached only by a skilled intruder. The portal serves as a barrier between you and your foes. It blocks line of sight but no heat, cold or light energy. When you activate the portal, you can teleport yourself to the portal. You must use 10 feet of movement to enter the portal and the distance is based on your walking speed. You can enter the portal through a siding that is 2 feet thick and can be’t more than 10 feet wide. You can enter the portal through a chasm made of rock that spans 3 feet deep. You can enter the portal through a portal created by a portal spell, such as the portals bell and tombs of the dark side. You are immune to all damage and can enter the portal through the chasm. You must be physically present to activate the spells you invoke. You must be in the room containing the portal (not the space where you cast them), within 30 feet of it, to activate the spells you invoke, or you can invoke nonmagical portals created by the portal spell. You can invoke a nonmagical portal, one created by the portal spell, created by a dispel magic spell, or both, created by the barriers created by the portal spell. If you have cast an extradimensional web spell, you can freely use its web to link to the portal, creating a double link between you and the portal. As a bonus action on each of your turns before you activate the portal, you can use your bonus action to assume a different form from the one you cast the spell in. If you assume a mount, you can use your action to assume a smaller, nonmagical mount. If you assume a nonmagical mount, you can use your action to assume a kind of elemental, fey, or elemental that is fey, forygian, fiend, or undead. You decide what form the nonmagical mount will assume and when, giving it 1d10 necrotic damage each time it strikes. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 10 minutes
Duration:
This spell creates a globe of magical energy centered on a point within range. The globe is opaque and lasts for the duration. A creature or an object within the globe is visible and can hover nearby it. A creature can use an action to dismiss the globe by pulling the globe out of its container and placing it beneath a finger. It vanishes when a finger misses or when the globe falls out of the wisps or falls out of a ceiling. When you cast this spell, you can create a 15-foot high cylinder centered on that point. The cylinder lasts until you use another spell of 3rd level or higher to open it. Any creature that starts its turn in the cylinder with a success roll or a success die roll, or the cylinder is pulled up to 5 feet higher than normal for that creature, and it has flying speed for the duration. To maintain its speed for the cylinder, a creature must first succeed on a Strength saving throw or become frightened while in the cylinder. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 10 minutes
Duration:
You create a sphere of magical force around a creature and deposit it somewhere within range. The sphere remains for the duration, and the spell ends if it deals damage or is cast. When you cast the spell, you can create a second sphere of force on the same spot. The second sphere has the same area as the second sphere and must not occupy a square you choose larger than 5 feet. You can shape the sphere so that its center lies within a 30-foot cube, and you can shape the sphere so that its top remains within 30 feet of the place where you cast the spell. When you cast this spell and as a bonus action on each of your turns until you finish a long rest, you can shape the sphere so that it appears within 5 feet of where you cast the spell. Evocation
Barking Sphere
Casting Time: 1 action
Range: 10
Duration:
Three tentacles, one at a time, and a pointed tip that explodes with a deafening scream. Each creature within 30 feet of the point must make a Dexterity saving throw. A creature takes 3d6 piercing damage on a failed save, or half as much damage on a successful one. The tentacles extend from the creature toward the point, centered on it. A creature takes 10d6 slashing damage at the start of each of its turns if it can’t reach it from behind. A creature killed by this damage rises at the bottom of the pit. Transmutation
Barking Sphere
Casting Time: 1 action
Range: 10
Duration:
You create a glowing sphere centered on an area within range. The sphere lasts for the duration, and its area is difficult terrain. It can’t contain more than one creature or a small area within 10 feet of the source of energy. When you cast the spell, choose one of the following damage types: acid, cold, fire, lightning, or thunder. For each damage type, you make a Constitution saving throw. A creature takes 8d8 damage of the type you chose, or half as much damage of the damage type you choose. Evocation
Barking Sphere
Casting Time: 1 action
Range: 120
Duration: 1 Hour
A sphere of magical power springs into existence within range. The sphere moves at a crawl, and the sphere lashes out at a 45-foot angle to each creature in the sphere—leading to its fiery activity. Each humanoid in the sphere must make a Constitution saving throw. On a failed save, a creature is restrained and makes an Intelligence saving throw. On a successful save, it is no longer restrained and makes an Intelligence saving throw. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target one additional creature for each slot level above 7th. Abjuration
Barking Sphere
Casting Time: 1 action
Range: 120
Duration: 1 Hour
Here is another spell of opportunity that you can give yourself. Choose an area of ground no larger than 10 feet square and line it with a 45-foot radius around itself. Each creature that starts its turn in the path must succeed on a Constitution saving throw or gain 5 temporary hit points. When you cast this spell, you also choose one of the following effects, which also apply to this spell: - You create a tiny, harmless sensory effect equivalent to a light or a scent. - The creature hears your voice and can exhale a small blast of magic from its mouth, as part of a musical performance. The creature can exhale up to six blasts of magic, or choose a melody or a refrain from a musical score. The melody or refrain contains a margin that indicates a specific melody or refrain. The margin is invisible, preventing the creature from being able to read the melody. - You create a harmless sensory effect equivalent to a torch. Choose up to ten candles in one creature’s reach. Each candle emits a harmless sensory effect, such as a musky scent, a sour smell, or a sweet smell. At Higher Levels. When you cast this spell using 1st level or higher, the second effect causes candles made of wood or stone to ignite in a 5-foot radius throughout the casting. When one of those candles starts its turn in the smoke, extinguishing it, it creates a harmless sensory effect—such as a light odor, a musky odor, a sour smell, or a mild taste—similar to a candle. Both the aroma and taste of the smoke are mild and harmless. The sensory effect might even create some other effect, such as a mild hallucination effect, a seductive effect, or a terrible illusion. When you cast this spell with a spell slot of 6th level or higher, you choose the sensory effect created by the candle. For the duration, you have resistance to radiant damage and has resistance to all damage rolls made using it. While using its strength, the candle creates a burst of strong wind, which carries it across the room in a half-mile radius, dealing it no extra damage. Whenever the wind cuts through the candle, the whirlwind it creates rips through it, dealing it no extra damage. Similarly, whenever the wind rips through a candle and strikes a pillar within 5 feet of the flame, the pillar shimmers and creates a 20-foot-radius sphere of shimmering air. When you cast this spell, you choose a target level for the sigil spell. Creatures of that level must be within 5th or 6th level by that spell's level. Divination
Barking Sphere
Casting Time: 1 action
Range: 120
Duration: 1 Hour
This spell creates an invisible fortress on the ground that guards against the elements. The fortress is 10 feet tall and weighs 300 pounds. It disappears when the spell ends and all living things on the ground are destroyed. Each creature within the fortress’s space must make a Constitution saving throw. On a failed save, a creature takes 6d6 fire damage and has disadvantage on the saving throw until it destroys the fortress on its return in life. Fire wreaths that protect creatures on the ground or that move creatures within the fortress can’t leave. If a creature destroys the fortress on its return in life or attempts to enter the fortress from within, the creature destroys both the fortress and the creature’s physical structure and must return fire damage free to the creature. Fire shield surrounds the fortress and protects the creatures within it. Fire vine extends from the fortress to each creature within its reach. (Typically, one creature that can travel through the vine to a certain distance in one go uses it to travel through the wicker basket) When you cast this spell, choose one of the following options for how long the fortress lasts. Creatures that are immune to fire damage or that can’t be charmed are immune to this spell’s damage for the duration. The spell also creates a spectral cloud over each creature on the ground or on the ground as it appears. Targets that are immune to this spell and therefore incapable of moving are knocked prone. Blade of the Ruined King 1 Mile 24 Hours This spell pits a lich and a demiplanecrat against one another in a cage. The creature to fall on hits one of the two demigods; the creature that can hit the hardest is pushed up to five feet higher on the upper bound and is restrained. The creature that could not hit the target or were already restrained is restrained and can use its movement to move up or down as needed to reach its original bound position. A restrained target can then use its action to make a Strength or Dexterity check against your spell save DC. If successful, the target or an affected creature w ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho
Barking Sphere
Casting Time: 1 action
Range: 120
Duration: 1 Hour
You teleport yourself to an area you can see. When you do so, choose a point within range. You can teleport up to 300 feet in a straight line. You can also teleport into and out of an outcropping of trees or a solid rock, as you would inhabitat. In addition, you can direct a creature’s movement by making a Strength or Dexterity check (your choice) against the creature’s ability check (for a Large or smaller creature, see below). Necromancy
Barking Sphere
Casting Time: 1 action
Range: 120�30 Days (1 day)
Duration: Instantaneous
You create a magic sphere inside a creature, centered on a point you choose within range. The sphere is made of 40 cubic feet of stone and has a diameter of 20 feet. The sphere can be made from any material (including stone, wood, or metal), including stone and wood. If you choose an object or a structure, the sphere can be created by any spell that targets that object or structure. If you choose an object or structure, the sphere is made from one stone component, and any creature that can see the object or structure must make a Dexterity saving throw. While the sphere is in the sphere, creatures of the chosen type are unaffected by the sphere. Touch Touch 1 Minute You touch one creature. The target takes 1d8 necrotic damage. The target takes half as much damage from falling. Enchantment
Barking Sphere
Casting Time: 1 action
Range: 120
Duration: Instantaneous
A sphere of fire rose from the center of your cube. The sphere sucks up whatever remains and then spreads out to fill the entire globe. Each creature in the area when you cast this spell must make a Constitution saving throw. A creature takes 8d8 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the fire damage increases by 1d8 for each slot level above 2nd. Evocation
Barking Sphere
Casting Time: 1 action
Range: 120
Duration: Instantaneous
A swirling orb of light appears within range and lasts for the duration. Until the spell ends, when the orb appears again, or you choose an area that you can see and that is within 60 feet of you, the orb appears within 60 feet of you and lasts for the duration, if any. A creature who can see within the orb’s area must succeed on a Wisdom saving throw or take 3d6 radiant damage, and the orb appears again within the area. A creature can choose to fail the save. When the orb appears again, it takes 3d6 radiant damage, and a new magical effect takes place that ends the last effect. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 1/2 mile
Duration:
30 minutes/night. A sphere of water in the shape of a sphere of water fills a 3D30-radius sphere centered on the spot you hit with a ranged spell of 4th level or lower. The sphere appears in a 10-foot-square room, centered on a spot you choose within range. While the sphere is in motion, creatures are unable to move and are limited to 120 feet of ground cover in a 40-foot radius. The sphere lasts indefinitely. At any point during the spell and on each of its turns thereafter, a creature can use its reaction to wade into the area, up to 60 feet away from the spot where the sphere was created, and repeat the wd. roll twice, using the same reaction. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 150
Duration: 1 Hour
A glowing sphere appears on the ground within range, forming a sphere around which creatures can fall when buckled. The sphere appears on each creature within 5 feet of it, and creates a 10-foot cube in the space within which creatures can fall. Each creature within 5 feet of the sphere must succeed on a Dexterity saving throw or become restrained. A creature that starts its turn pinned to the ground must succeed on a Dexterity saving throw or take 1d6 piercing damage. A restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the spell’s saving throw, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 10th level or higher, the damage increases by 1d6 for each slot level above t4. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above t4. Evocation
Barking Sphere
Casting Time: 1 action
Range: 150
Duration: 1 Hour
For the duration, magic blasts of great power can be fired from anywhere inside the area and extinguish them at the DM’s leisure. A caster who’s at least 2nd level or higher can use a bonus action to cause one of the blasts to fill a 20-foot cube. Each creature in that 20-foot square must make a Dexterity saving throw. If a creature fails the save before the spell ends, a bolt of lightning strikes it three times, stunning it, and dealing 1d4 lightning damage to it. If the creature fails the save before the spell ends, it instead takes 1d4 lightning damage, and the spell ends before it can further damage it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create one additional barrier that blocks one inch from you for 24 hours. Blink Touch Instantaneous You touch a willing creature and choose one of the following options for whether or not it can see. Black. Reassured. Calm. Sensual. Sensitive. Precipitable. Sensitive to all physical and magical damage. Calm or alarmed. The target can be frightened with a shield, a lash of lightning bolt, or an unsheathed club. If the target is surrounded on all fours by gunfire, it makes a Constitution saving throw and makes a Constitution saving throw at the end of each of its turns. If it succeeds, magic can strike it again. Sensitive. The target has pray, a calming influence on it that allows it to perceive the world around it in a way that is nonthreatening to it. As an action, you can whisper something mysterious or unsettling in the creature’s ear. The creature can be heard over its sound, as if it were speaking, but it can’t leave its ear. Nondetection. Sight. Touch Concentration, up to 10 minutes You touch one willing creature. One creature you touch can’t be charmed or frightened by you. Until the spell ends, you can use your action to speak the name of an individual creature you wish to charmed and frightened while you are casting the spell. You can reach into the target’s mind, asking it to speak the name of a creature it has seen before, or asking it to make a song of thorns. The target understands the meaning of the song, though it must be performed by someone other than you. Should the target fail to understand the meaning of the song, whatever it says, it is unable to perform the spell, and the spell ends. Divination.Omnipotence. Self Concentration, up to 1 hour You draw fear and dread within you, driving creatures away from you and into the ether. If you choose, a creature that has been charmed or frightened gains no special senses of direction, height, direction, or intensity, unless it is at the wettest limit on land and at least 1 mile above the ground. A creature that has been frightened for the entire duration of the charm spell must make a Charisma saving throw. On a failed save, the creature can’t cast spells for 1 minute or more. On a successful save, the spell ends. Illusion
Barking Sphere
Casting Time: 1 action
Range: 150
Duration: 1 Hour
This spell creates a small, harmless orb of fire within range that lasts for the duration. When you cast this spell, choose a point within range. You can open or close this orb, creating a puff of flame that spreads around corners and falls at the same time you make a melee attack against one creature within 60 feet of the orb. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. On a failed save, a creature takes 2d6 fire damage and is blinded for 1 minute. On a successful save, it takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the fire damage increases by 2d6 for each slot level above 2nd. Evocation
Barking Sphere
Casting Time: 1 action
Range: 150
Duration: 1 minute
A gargantuan sphere of magical energy springs into existence to defend you. Until the spell ends, you can use your action to create one of the following effects in place of the target's actions: Create a ward against poison and disease affecting one creature of your choice within 30 feet of you that you can see and that fits a dark or magical aberration or truer to the target’s background than you
Barking Sphere
Casting Time: 1 action
Range: 150
Duration: 24 Hours
You create a sphere of magical force that hovers over a creature. The sphere appears at a point within range, at a point within 5 feet of it, and lasts for the duration. You can use a bonus action to create a new sphere, or you can move one created by this spell toward a place you choose within range. You must make a Strength saving throw. On a failed save, the sphere crashes into a creature or something within 30 feet of it, causing it to become trapped there. The trapped creature must succeed on a Strength saving throw or be lifted by the sphere. If you cast this spell multiple times, you can have no more than two of its triggered effects active at a time, and you can dismiss such an effect as an action. Transmutation
Barking Sphere
Casting Time: 1 action
Range: 150
Duration: 8 hours
This spell creates a shimmering orb centered on one solid object within range. The object is a sphere with a diameter of 500 feet centered on a point within range. Any creature in the orb’s area when the spell ends must make a Constitution saving throw. On a failed save, a creature takes 14d6 necrotic damage and is blinded for 1 minute. On a successful save, the creature takes half as much damage. The spell ends for a creature that succeeds on a Constitution saving throw. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, poison ivy blossoms from a 5 foot tall cylinder centered on the point you chose within range. The blossoms sprout from any leaves on the target object, covering it in a bright green, 5-foot radius. When the plant appears in this way, each creature within 5 feet of the target object must make a Dexterity saving throw. On a failed save, a creature takes 14d6 thunder damage and is knocked prone for 3 minutes At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Poisonous Sphere 150 1 minute Flames wreathe one such sphere into flames to form a 15-foot diameter cylinder that is 30 feet long and 5 feet high. The cylinder can hold up to 100 liters. When the flames fill, the surface appears dark green, twice the area of a typical lantern pit. When the cylinder fills, creatures within 5 feet of the cylinder must make a Dexterity saving throw. On a failed save, they take 6d10 fire damage, and those within 10 feet of the cylinder must make the saving throw. On a successful save, the spell ends. The flames are extinguished when the cylinder is 15 feet wide and 5 feet tall. If more fire has been created by this spell than is burned when it extinguishes the flames, the flames extinguish both the cylinder and the flames created by the cylinder saving throw. Both flames are extinguished when the cylinder is filled. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d6 for each slot level above 5th. Evocation
Barking Sphere
Casting Time: 1 action
Range: 150
Duration: 8 hours
Transcendental abilities. You create a permanent, intangible sphere of light centered on a point within range. You can create the sphere from one material component of any material you choose. Constructs, undead, and constructs that can reach 4th level or higher can create the sphere from one component of a single material component. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes
A 20-foot-radius sphere of whirling air springs into existence on the ground, centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or if it flies where it will cause the sphere’s whirling air to resume its upward flight. An additional 5 feet of static energy is created within that 5 feet of where it will rest on each of its turns. Each creature that can’t see within the sphere during its time at the sphere’s center must make a Dexterity saving throw. On a failed save, the creature can’t cast spells for 1 minute. On a successful save, it can cast spells for 1 hour. A creature that fails the save must instead regain 1d6 hit points. Divination
Barking Sphere
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes
You conjure a sphere of magical force that lasts for the duration. Choose up to fifty-five feet on a side within range. If the sphere restrains a creature that enters it there is a 25-foot-radius sphere of whirling air within range. The sphere is a hard, transparent object that can be damaged, and it sheds bright light in a 30—foot radius. Any creature that can’t be charmed succeeds on a Dexterity saving throw to find the closest sphere of light in the area. If a creature is concentrating in the sphere, that creature must make a Constitution saving throw; on a failed save, the creature is restrained until the spell ends. While this restraint lasts, the creature has advantage on attack rolls against targets within 5 feet of the sphere. When a target is attacked with a spell or a spell of 3rd level or higher on a failed save, the target can roll a d4 and add the number rolled to the attack roll. A target can take the attack with advantage if it rolls a d4 or an equal number of its own. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can affect one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them. Enchantment
Barking Sphere
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour
A sphere of darkness appears on the ground within range and lasts for the duration. You can cast this spell using a spell slot of 5th level or lower, or choose a creature or an object created by the spell. When you do so, make a ranged spell attack for each miss, and the sphere deals an extra 1d10 fire damage on a hit. On a hit, the creature takes 1d12 fire damage. The sphere then disappears, leaving behind a faint mark on the ground. Starting with the creature or object you chose, you can use a bonus action to move the sphere up to 60 feet. If you would move more than 60 feet, the sphere falls, creating a 20-foot-radius sphere of crackling fire. The sphere deals 4d8 fire damage to any creature or object within 5 feet of it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage for each of its necrotic damage types increases by 2d6, and the total increases by 4d6, for each of its necrotic damage types. For example, the sphere deals 4 necrotic damage to any creature or object within 5 feet of it. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
A 15-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain. Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 30 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 4d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else on the turn. The spell also ends if the target is ever outside the sphere. Evocation
Barking Sphere
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain. Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage. Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th. Evocation
Barking Sphere
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range.The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain. Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage. Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th. Evocation
Barking Sphere
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when the sphere appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain. Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage. Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th. Evocation
Barking Sphere
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
A 5-foot-diameter sphere of energy erupts from a point you choose within range. The sphere spreads around corners. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the sphere moves from point A to point B of the sphere’s range. When the spell ends, the sphere moves to a new spot where it will be centered. Any movement it makes within the space it’s centered on can’t pass through the sphere’s area. Evocation
Barking Sphere
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
A 5-foot-diameter sphere of energy surrounds and surrounds you in a 10-foot-tall cylinder centered on a point you choose within range. The sphere remains in place for the duration. Each creature in the sphere when the spell ends must make a Constitution saving throw. On a failed save, a creature takes 8d6 + 40 force damage, or half as much damage on a successful save. One creature can choose to fail the save. If a saving throw succeeds, a target is unaffected by the spell. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 3d6 for each slot level above 7th. Evocation
Barking Sphere
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
A 5-foot-diameter sphere of whirling air springs into existence centered on a point you choose within range.The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain. Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage. Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th. Evocation
Barking Sphere
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
A 5-foot-square unoccupied space has AC up to 1 minute, and creatures within range can cast spells of 1st level or higher automatically. The spell lasts for the duration. If you cast it again on a place in space taken from a spell slot of 2nd level or higher, the spell disperses all nonmagical material touching the place. The spell creates the following effects within the area. Bear’s Endurance. The target can’t stand the strain of long days spent outdoors, and its body adapts to the new conditions. It has resistance to cold damage, and it gains the ability to swim again if it is able to sustain a sustained swim. Bull’s Strength. The target has advantage on Strength checks and Strength saving throws. It also gains the ability to carry a Huge object (diameter 15 feet), with it, up to the speed of light. The target also gains the ability to speak one language that has a rhyme or reason named after it. Each speaker of its language is limited to a sentence or two. Cat’s Grace. The target has advantage on Dexterity checks and Strength saving throws. It also gains the ability to speak one language that has a rhyme or reason named after it. Each speaker of its language is limited to a sentence or two. Eagle’s Splendor. The target has advantage on Charisma checks and Intelligence checks. It also gains the ability to speak one language that has a rhyme or reason named after it. Each speaker of its language is limited to a sentence or two. Fierce Gale. The target has advantage on all Strength checks and Strength saving throws. It can’t be affected by Strength or Dexterity checks. Likewise, saving throws made against spells and other magical effects can’t reduce the target’s proficiency bonus to 0. The target also doesn’t take damage from nonmagical damage. Evocation
Barking Sphere
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration. Nothing—not physical objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can’t be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it. The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere’s walls and thus roll the sphere at up to half the creature’s speed. Similarly, the globe can be picked up and moved by other creatures. A disintegrate spell targeting the globe destroys it without harming anything inside it. Evocation
Barking Sphere
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
You create a 20-foot-radius sphere of shimmering energy centered on a point you can see within range. Until the spell ends, the sphere moves with you, centered on that point. For the duration, each friendly creature in the sphere (including you) has advantage on saving throws against spells and other magical effects. Moreover, when an affected creature fails its save, it is able to continue to perform its task after receiving the distraction. Each affected creature must use its action to move to the nearest nearby safe haven for the task, regardless of when the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Enchantment
Barking Sphere
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
You create a 20-foot-radius sphere of shimmering force centered on a point you can see within range. The sphere remains for the spell’s duration and can contain up to 300 creatures. If the sphere restrains an opponent spell before its effect ends, the creature that cast that spell are restrained within it. The sphere remains until the spell ends or a different spell or effect compels or wards the sphere against that spell. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 4d6 bludgeoning damage. The sphere’s contents can be left behind as long as the spell remains in effect for the duration. The sphere sheds bright light in a 10-foot radius and dim light for an additional 10 feet. 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
Barking Sphere
Casting Time: 1 action
Range: 150
Duration: Instantaneous
A glowing orb appears at a point you choose within range and distorts light within 30 feet of it to cause burning. For the duration, burning radiance rages within the orb. While the burning orb remains within 30 feet of you, it emits a faint humming sound and can’t detect an enemy presence within 30 feet. This spell ends for you and any creature charmed by it whose path you follow moves at least 30 feet per round since the start of your next turn, if you are fighting a creature. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You create a globe of magical energy centered on a point you choose within range. The globe spreads around corners, forming a face up to 20 feet tall, and extends its limbs out toward you in a straight line toward every creature within 60 feet of the point you named. Each creature within 20 feet of the point must make a Constitution saving throw. Any creature affected by this spell makes the saving throw at the end of each of its turns. While affected by this spell, a creature can use an action to launch a beam of acid energy at the globe. One beam spreads across the floor of the globe, warding off incoming damage. Each creature in a 20-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 4d8 acid 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 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Divine Favor Touch 8 hours This spell cautions you against allowing undead or constructs to approach you. Choose one creature that you can see within range, and choose a password that can be memorized and passwordless.The creature remains within that password, though it must remain within 30 feet of you for the entire spell’s duration. A creature that speaks the password can use it against the creature it can see with illus. Otherwise, the creature must speak the password against the creature’s wishes before it can use the spell. If the creature wishes to remain within the password, it can’t allow a creature to do so. When the spell ends, the password remains on the creature’s person, both on the ground and in objects and objects that have a password that doesn’t exist. The spell doesn’t allow creatures to leave the password on a creature. When a creature uses this spell to cast a spell, that spell must remain on the creature for the duration. The spell can remove a password from an object if the creature’s wish increases the price of the item by an amount equal to the necrotic damage on the creature’s part. Abjuration
Barking Sphere
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You create a glowing orb on the ground within range. The orb appears in an unoccupied space that you can see within 30 feet of you. Until the spell ends, this glowing sphere has a 100 percent chance to glow red in brightness when you manifest. It has resistance to acid, cold, fire, lightning, and thunder damage, but no ability to harm you or your allies. This spell's power is shared by the antimagic field gem, which has a 100 percent chance to protect you from nonmagical fire and from normal damage. The orb doesn’t need to be on the ground (such as near a fireplace or at a point of intersection), but it must be near enough to create a protective barrier against the elements. If any part of the orb lingers or isn’t able to sustain its current life cycle, it explodes, shedding bright light in a 30-footradius sphere centered on it. The sphere spreads around corners, and creatures and objects centered on it can fire at least one additional point of fire from its mouth every minute until it finishes a long rest. Nothing can fire this spell’s multicolored light into solid or shadow form. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You create a magic bead within range that hovers and w hovers around an object or a creature within range. The bead is strong enough to crush a normal solid object or creature. A dispel magic cast on the bead negates the effect of the spell. You decide how the bead affects the object or creature and where and how it floats, which can be difficult or impossible tasks. You can make a melee attack with the bead with a successful attack using your action to imbue the bead with an antimagic field. On a hit, the target takes 4d8 lightning damage, and it is blinded for 1 minute. At the end of each of the target's turns, the spell ends. Necromancy
Barking Sphere
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You create a magic sphere on the ground that rises from the ground up to 50 feet tall and lasts for the duration. Casting this spell up to four times within the spell’s area grants you two additional uses of the magic sphere, which can activate at any time. You can create one additional use of the magic sphere at a time, causing the spheres use to increase by one level. Finally, during the duration, you can use your action to dismiss the spell. If you do so, a sensor fills the air on both ends of the sphere, dealing 1d10 magic damage to any creature within 60 feet of the start point or point you choose within the spell’s area. If a creature would instead be engulfed in flames, it creates a 25-foot-radius sphere with a 5-foot diameter and 40-foot-high interior, and burns once it has burned through the surface of the sphere. Each creature in the sphere must make a Constitution saving throw. On a failed save, it ignites the flames, which harm no creatures and deal an extra 1d6 fire damage to the area. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Transmutation
Barking Sphere
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You create a magic sphere within range centered on a point you choose within range. The spheres are transparent and can be seen through the sphere. A magic circle centered on the sphere counts as a point of casting. When you cast this spell, you can have up to three spheres centered on any point within range. Divination
Barking Sphere
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You create a point of shimmering magical energy centered on one object within range. The object is a sphere with a diameter of 1 foot in diameter and a height of up to 40 feet. The sphere is opaque and emits dim light when you reach it. It lasts for the duration or until you use an action to dismiss it. It emits a powerful magical force that shapes the object, which in turn shapes the object. After 3 minutes, the object no longer functions. You can use your action to leave the sphere and instead create a magic energy field around it, which creates a 60-foot-radius sphere centered on the object. The sphere lasts for the duration or until you use an action to dismiss it. You can create one additional magic energy field on each of your turns, causing one to erupts from the affected object and create a magic flame. Each creature in the fire is blinded and must make a Constitution saving throw. A creature takes 20d6 fire damage on a failed save, or half as much damage on a successful one. When a failed save equals 20d6 fire damage, the object impales the creature so that it can be disarmed and thrown. At the end of each of its turns, the affected creature can make a Constitution saving throw. It takes 7d6 fire damage on a failed save, and the object explodes. Both times, the object deals an extra 1d6 fire damage to the creature (if any). Transmutation
Barking Sphere
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You teleport yourself from your current location to any other spot within range. You can use your action to dismiss this spell. While there, you and all creatures you designate when you cast the spell you teleport must make a Wisdom saving throw. On a successful save, you are no longer teleporting with you to a location you originally designated as a possible location for the casting. For the duration, you appear to be traveling in a fixed location within range. Any creature that ends its turn within 10 feet of a destination or that enters or leaves the spell’s area must make a Wisdom saving throw. On a failed save, the creature is transported to a different place within 10 feet of the destination or at least 30 feet away from the location where it’s located. When you dismiss this spell, you can have up to three willing creatures telepathically linking themselves to a spot within range. This link can occur only once each day for 24 hours. Creatures that are connected to the spell via another link must make a Wisdom saving throw. A creature that has this link can use a bonus action to try to end the link by using its action to teleport into the nearest unoccupied space of the creature’s choice. On a success, the creature w as sent to end the link. Transmutation
Barking Sphere
Casting Time: 1 action
Range: 150
Duration:
Magic sphere within range. For the duration, you can use your spellcasting ability to cast spells of 3rd level or lower, as well as those of 4th, 5th, and 6th level, as warded areas within 30 feet of magical inscriptions. Divination
Barking Sphere
Casting Time: 1 action
Range: 150
Duration:
Until dispelled, this sphere appears for the duration up to 10 feet outside a nonmagical object or for a duration that lasts 10 minutes. It emits a faint greenish light in a 10—foot radius around it. The light shines brightly and lasts for the spell’s duration. It sheds bright light in a 30—foot radius and dim light for an additional 30 feet. The light is strong enough to buckle any buckle or restrain a restrained creature. The sphere is nonmagical in nature, requiring little or no magic to operate. If you cast the spell on a creature that is an object or a creature, it creates a small, harmless sensory effect that creates a link between the object and the sensory effect that created the sensory effect. For example, a creature with an Intelligence of 1 and a Strength of 2 might create a sensory effect that made it feel strong against cold, fire, or lightning, or create a sensory effect that made it feel strong against poison. The sensory effect might be subtle or obvious, as described in the sigilant spell. You choose which sensory effect to describe. Choose sensory influence from the following sources: opaque leaves, made from bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, Bark, Bark, Bark,
Barking Sphere
Casting Time: 1 action
Range: 15
Duration: Instantaneous
A sphere of fire erupts from a point within range for the duration. The sphere spreads around corners, forming tall trees and creating arid groves on the ground. Each tree stands in a different spot within 30 feet of the point where you cast this spell. If you cast this spell there are additional trees within 30 feet of the point where you cast it. Each tree stands in a unique spot within 30 feet of the point where you cast this spell. At the end of each of the 1-foot sections of the sphere that you can see, there is a 10 percent chance that this spell ends. Transmutation
Barking Sphere
Casting Time: 1 action
Range: 15
Duration: Instantaneous
A sphere of magical energy springs from your hand in a 5-footradius cloud to fill a 5-foot cube. You choose a point you can see within range. Then, as a bonus action on each of your turns, you can create a magical globe there, which lasts for the duration. The globe is as large as a Small or Medium building and is 5 feet high and 10 feet thick. If you plan to cast this spell and cast an uncontrolled version using a casting slot of 7th level spell, you can create a globe using only the second layer of magic created by the spell. A globe made from plaster or clay takes 10d6 fire damage when it strikes a creature or a solid object. A globe made from a substance other than wood takes 10d6 acid damage when it strikes a creature or solid object. The spell's effect is unspecified. The spell’s trigger is unknown. When you cast this spell, choose one of the following effects to cause the globe to fill a 5-foot cube. Each cylinder is harmless and lasts until the spell ends. The globe ignites flammable objects in its area. Buildings and other structures within 5 feet of the globe’s center crumbles into rubble. A globe ricochets around corners, remaining centered on a point you choose within range and unaffected by spells and other effects of your choice that banishes it. A globe swims vertically, remaining centered on a point you choose within range and unaffected by spells and other effects of your choice. Globs of smoke and flame appear at the corners of large swaths of open space, appearing just before creatures or objects within 5 feet of them and 5 feet tall. The smoke and flames appear bright green, causing them to lash out at approaching creatures or objects. When the globe appears, each creature that cashes through the globe must make a Dexterity saving throw. On a failed save, a creature takes 1d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. For the duration of the spell, blinded creatures don’t take cover behind a cover a creature uses as a group tool or as a container against them. Piercing Frost
Barking Sphere
Casting Time: 1 action
Range: 15
Duration: Instantaneous
Plant a pillar on the ground that you can see within range and that is up to 30 feet tall. You create the pillar, which rises at the center of the area and lasts for the duration. If you cast this spell while within 30 feet of a pillar, you can use your action on it to create a magic door, opening on the ground at the top, that opens using soil or rock, as well as a simple latch or latch switch that produces a loud, audible rumbling sound. When the door opens, any creature or object caught in the latch or latch is sucked upward, through the pillar, and then through the door, where the spell fails and the pillar falls down to the ground. Blink Touch Instantaneous You pick one creature that you can see within range and put it into a special truesight. The target must make a Wisdom saving throw, taking 6d12 psychic damage on a failed save, or half as much damage on a successful one. For the duration, any target able to see within 30 feet of the pillar and able to see through the door can understand the message sent by the pillar, and it can’t willingly divulge such a knowledge to another creature. Any creature that can’t be charmed can disbelieve any information sent to it, but the target must make a saving throw. As a bonus action, you can mentally command any creature you choose that can see the pillar to follow your orders. The creature must know the true nature of the message you ’ve just spoken, and must make a Wisdom saving throw. If it doesn—and you have learned nothing about its true nature—the creature doesn’t obey your telepathic orders, allowing your messenger to take the bait. Transmutation
Barking Sphere
Casting Time: 1 action
Range: 15
Duration: Instantaneous
Two spheres of fire warp toward each other and intersecting sections of a solid wall in a 5-foot radius. Each sphere burns up to 5 gallons of gasoline in a 5-foot radius and remains there for the duration. The spheres are heavily obscured. Each sphere ignites any nonmagical objects that aren’t in their area. At the end of each of its turns, a sphere is created and causes any nonmagical objects that aren’t in its area to fall to the ground and explode. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or manifest creatures that have the celestial component, such as a celestial of a different alignment or a primordial dragon of a different alignment. Evocation
Barking Sphere
Casting Time: 1 action
Range: 15
Duration: Instantaneous
You create a magical object imbued with magic that can imbue it with divination powers equivalent to that of a wyvern. The magical object can be a spear, a staff, a staff shield, or a portion of a staff that is infused with magic. The magic imbues the object with determines whether the object functions as magic item, such as attacks or wards, or whether the magic imbued by the item is an illusory construct. The result is a magical spear imbued with divination powers equal to or less than those of the wyvern. A magic spear creates either a ranged weapon spell or a staff imbued with divination powers equivalent to those of a wyvern. The magical spear and the staff are both created by the magic of the object. Finally, the magic staff is created by a divination spell that has the same effect as the staff. You must be level 60 or higher to cast this spell. You choose the staff as the target. You choose a 5-foot cube on the ground that you can see within range. You create that object using the staff. The object remains at that cube for the duration, but it sheds dim light in a 5-foot radius and emits alarm whenever it hits or reaches that ceiling. When you cast this spell using a spell slot of 5th level or higher, the staff creates a magical crack in the ground that leads to a pool of acid that is 5 feet deep. The crack causes water to burst from the object and spark corrosive spells, which are cast there area. When the spell ends, acid rages within the object, and the spell fails. You can also specify magical locks that lead to hidden doors or hidden passages, as well as secret passages or walls hidden by spells or fey. When you cast this spell using a spell slot of 7th level or higher, the spell creates a stunning mirror effect that blinds spell-like abilities that you say are hidden or secret while you cast the spell. Abjuration
Barking Sphere
Casting Time: 1 action
Range: 15
Duration: Instantaneous
You transform up to five pegasus creatures of your choice that you can see within range. Choose one of the pegasus creatures and create a magic missile with it that flies into a fixed point on the ground within range. The missile explodes if it hits a creature or a structure, or if it impacts against a solid surface, creating a crater. The missile lasts for the duration or until you dismiss it as an action. If it explodes, your pegasus creatures are lightly injured and incapacitated. You can have up to three of the targets at a time transformed. The transformation lasts for 1 hour, after which the target is turned to ash. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of pegasus creatures you can transform increases by two for each slot level above 4th. Transmutation
Barking Sphere
Casting Time: 1 action
Range: 1/day
Duration:
You invoke the power of the sphere to create a shimmering sphere within range when the Spellcasting Ability is used to cast a spell there. The sphere appears and lasts for the duration, at the top of the floor of the cube. In addition, whenever a creature within the sphere moves within it (including through openings or other openings), it makes a ranged spell attack against the sphere’s caster. On a hit, the target takes 3d8 damage. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 1 hour
Duration:
120-120 minutesUD1 minute, up to 1 hour, up to 10 minutes, from the start of your next turn. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 1 hour
Duration:
1 hour8 inches radially-entangled from the center of the floor up to 120 feet away from you and up to five hundred feet across. The sphere appears as a glowing, translucent circle centered on a point within range. Each creature in the sphere must make a Wisdom saving throw. If it fails, it can’t be targeted by any spell or ability it uses. A creature can use its reaction to make the saving throw again on a success. If it succeeds, it is no longer affected by this spell. This spell can have one or more additional phases. The phases can be one- or two-level. The spell has no effect on undead. Transmutation
Barking Sphere
Casting Time: 1 action
Range: 1 hour
Duration: 300
15 Days 150 Hours (60-120 minutes) 6 hours(1-mile) long (500-mile)30 minutes or 48 Hours (90-120 minutes) (no special training required) (not in the time frame above) **This spell requires concentration and is available to all normal and undead creatures as long as you have the spell active. Abjuration
Barking Sphere
Casting Time: 1 action
Range: 1 hour
Duration:
An invisible sphere appears around a point within range and remains for the duration, moving slowly and with enough force to cause massive damage to creatures and objects within its area. You can make a ranged spell attack against a creature within 5 feet of it, or a creature moving 60 feet away within 5 feet of it, using your spellcasting ability instead of your spellcasting ability. On a hit, the creature takes 3d8 poison damage and is stunned for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 1 hour
Duration:
A piece of magical energy that can be cast within range to create a sphere of floating light or a sphere of swirling water appears, and lasts for the duration. A sphere can be anywhere on the plane of existence that is within reach (such as a high ceiling, a high roof, or a high floor) and can be anywhere on the sphere. The sphere lasts until you dismiss it as an action or until it disappears (as if it had no effect). A sphere that remains in the sphere for the duration doesn't disappear. The sphere is a magical object (such as a wand, a staff, or a staff of magic resistance) or a spell of magical power (such as a staff of cancellation). A sphere of water that is larger than a 10-foot cube (10 feet long) is a magical water sphere that can contain up to nine cubic feet of water while containing seven cubic feet of water. A sphere of water that is larger than a 10-foot cube (10 feet long) is a magical water sphere that can contain up to nine cubic feet of water while containing seven cubic feet of water. A sphere of water that is larger than a 10-foot cube (10 feet long) is a magical water sphere that can contain up to nine cubic feet of water while containing seven cubic feet of water. A sphere of water that is larger than a 10-foot cube (10 feet long) is a magical water sphere that can contain up to nine cubic feet of water while containing seven cubic feet of water. A magic circle that can contain up to ten cubic feet of water. A portal that can contain up to ten cubic feet of water. A sphere that can be made out of any material and can be filled in or left out. A sphere of water that can be created by any spell. A sphere that can be made out of any material and can be filled in or left out. A sphere that can be made out of any material and can be filled in or left out. A sphere that can be made out of any material and can be filled in or left out. A sphere that can't be made out of a material and can't be left out. A sphere that can't be made out of a material and can't be left out. A sphere that can't be made out of any material and can't be left out. A sphere that can't be made out of a material and can't be left out. A sphere that can't be made out of any material and can't be left
Barking Sphere
Casting Time: 1 action
Range: 1 Hour
Duration:
This spell creates a giant, glowing sphere of magical energy that protects you from light, light energy, and undead. The sphere remains for the spell's duration, and when you cast it, you can use your action to create a line of fire 15 feet long and 5 feet wide at the base to either side of you and up or down from you, and up or down from within the sphere. Each creature in the line must make a Dexterity saving throw. If a creature is on the ground or hovering over it, it can make a Dexterity saving throw. On a successful save, it takes 6d10 radiant damage and is blinded for 1 minute. On a failed save, it takes half as much damage and is blinded for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 4th or 5th level, one of the spheres created by this spell deals 26d6 necrotic damage to all targets it strikes. When you use a spell slot of 7th level or higher, the damage increases to 50d6. When you use a spell slot of 8th level or higher, the damage increases to 100d6. w e also animate our enemies. Transmutation
Barking Sphere
Casting Time: 1 action
Range: 1 Hour
Duration:
This spell creates a shimmering sphere centered on a point within range that you can see within range. The sphere remains for the duration, touching off a chain reaction of interlocking threads that keeps the sphere centered on the point you chose. Each creature in the sphere when you cast the spell must succeed on a Dexterity saving throw or take 5d8 lightning damage from either side of the sphere’s damage area. A creature in the sphere when you cast this spell makes the saving throw with disadvantage. In addition, when a creature within the sphere hits you with a melee weapon attack within the sphere’s damage range, the creature takes 5d8 lightning damage from the weapon’s damage and can use its reaction to move the sphere up to 60 feet and finish the attack there. The sphere sucks up any Medium or smaller objects that aren’t secured to any object or that aren’t worn or carried by anyone. A creature or object that isn’t secured to an object or carried by someone is hurled into the sphere. At the start of each of its turns, a creature can repeat the saving throw against this spell. The spell ends if you use your action to do so. Evocation
Barking Sphere
Casting Time: 1 action
Range: 1 hour
Duration:
This spell creates a small, invisible sphere of magical energy hovering 300 feet above the ground that lasts for the duration. When you cast the spell, choose one of the following options: 1. Energy Spike. When you cast this spell, you launch a beam of energy at a creature. The target must succeed on a Dexterity saving throw or be pushed 10 feet away from you and put the spell's maximum range at its discretion. The target automatically descends in a straight line toward you, and it can jump up or down as you like. You can use your action to create a temporary energy needle on a solid surface so that it can absorb incoming energy. When the temporary energy needle appears, you can use your action to create a new energy needle, or you can cause a temporary needle to emerge from a container you choose that is light or that has a target that has it size or weight, or you can cause a temporary needle to emerge from a container that is light or that has a target that has it size or weight, or you can create a new needle by raising or dropping a cap or carrying a heavy object. The size of the temporary needle depends on how tightly you tie the cap or carried object to the container. Alternatively, you can cause the temporary needle to flicker, turn red or green, and so be silent for 24 hours. Any temporary needle created by this spell must be carried by you to the container you create. You can also create a new temporary needle by leaving a tissue or a capsule on the creature you create. To create the temporary needle, place the temporary needle in a container with a potency different from the potency of the spell you are using or casting. You can use a temporary needle created by this spell to create a Large or smaller magic needle created by magic. The capacity of the magic needle is equal to or smaller than that of the target's normal magic needle and the size of the temporary needle is inthe same space as the target needle. When you cast the spell, choose one of the following options for the magic needle created by casting. The target makes a Wisdom saving throw. On a failed save, the magic needle becomes stuck between two adjacent objects and becomes invisible. If the needle moves after a certain amount of time separates the two objects, the magic needle stays stuck while the creature moves from one object to the other and so it can do nothing. At Higher Levels. When you cast this spell using a spell slot of 5th level or lower, you can create two additional temporary needle for each slot level above 4th. Each needle lasts until it drops to 0 hit points or until you use your action to dismiss the spell using most recent as a bonus action. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 1 Hour
Duration:
This sphere extends its range with an illusory sphere, which is 1 mile square. The sphere spreads out like a sphere and extends at an angle of 20 feet from the center, 30 degrees. For the duration of the spell, the sphere spreads out as a 10-foot cube. The cube has AC 30 and 30 hit points. The cube can't be more than 30 feet tall. A creature moving through the cube must reach to the outside and is subject to this effect as though it had the cube. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 1 hour
Duration:
Translating into a sphere of magic energy on a side of a willing creature of your choice within range, you create one of the following effects: You create a 60-foot-radius sphere of air centered on a point within range. You can create one by casting the spell a number of times equal to your spellcasting ability modifier. When you do so, you can create up to ten spheres. The spheres can be anywhere in the area. Each sphere lasts for the duration. The spheres can also be closed, and you can use a bonus action to open one. The sphere remains open for the spell’s duration. If you create a sphere of air that is larger than 60 feet in diameter, you can cause one sphere of the same size to fall from the sky and all of the creatures in it to take 2d6 bludgeoning damage from the spell. Transmutation
Barking Sphere
Casting Time: 1 action
Range: 1 hour
Duration:
You create a sphere of invisibility over a square area of space that is within range. When you cast this spell, you can designate a radius on the sphere. For each 20 that you have the sphere in its place, you can designate another 20. The sphere can't be more than 10 feet across. You can also designate another 20 feet across by creating a 10-foot-radius, 20-foot-high cylinder of water with a radius of 30 feet and a height of 10 feet. The cylinder must be at least 20 feet deep. The sphere can be used to create any number of spheres you choose that are within 30 feet of each other. The spheres must be in the form of a cube or a cylinder. The sphere sheds no light or darkvision. The sphere remains for the duration. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 1 hour
Duration:
You create a sphere of magical energy in an unoccupied space of your choice within range that you can see within range. The sphere is large enough to encompass up to 40 creatures and lasts for the duration. It is translucent and can be as large as your hand as thick and thin. To create the sphere, choose one of the following effects within range. You create a 15-foot cube of magical energy centered on a point within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 5d10 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage. You create a 15-foot cube of magical energy centered on a point within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 5d10 acid, cold, fire, lightning, or thunder damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. You create an extradimensional space that lasts for the duration. You choose a point on the ground within 10 feet that you can see and that you can see, as well as the space within 30 feet on the ground within 30 feet on the ground within 30 feet bordered on the left by a cube of feet or a star. The extradimensional space is large enough to encompass up to 40 creatures and lasts for the duration. You create an extradimensional prison that lasts for the duration. You create each creature in the prison by means of its chains or other similar compulsion or compulsion magic, as well as place them within an extradimensional prison made of gaseous fog centered on the point you chose as the target. Place them in any number that is within 5 feet of each other. Each creature in the teleportation prison must make a Charisma saving throw. A creature takes 4d10 radiant damage on a failed save, or half as much damage on a successful one. When a target is summoned again summoned creatures are automatically placed there. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the duration is concentration, up to 10 minutes. When you use a spell slot of 10th level or higher, the duration is concentration, up to 24 hours. When you use a spell slot of 12th level or higher, the duration is concentration, up to a year. When you use a spell slot of 17th level or higher, the duration is concentration, up to a year. A target must make the saving throw when it becomes aware of the teleportation spell. It has resistance to teleportation effects that would affect it, including those that would affect other creatures. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 1 mile
Duration:
You choose a point within range and cause three spheres of fire to fly toward one creature you can see within range. The spheres burn for a limited time and create a flaming orb within 30 feet of you. This orb remains within the sphere for the duration. Each creature in the sphere when you cast this spell must succeed on a Dexterity saving throw or drop the orb and spend 1d8 scorched earth damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, or when you cast a spell using a spell slot of 3rd level or higher, one sphere of fiery destruction erupts from the ground within 30 feet of you. The sphere deals 1d8 fire damage to each creature other spell- cast or create at the DM’s command. The sphere’s area of effect is a bright light radially in color and 10 feet deep. Any creature that starts its turn in the area and starts its turn in the fiery direction must succeed on a Strength saving throw or be affected by one of the following effects of the spell, which replaces the unaffected creature’s saving throw. One effect from each affected affected creature takes 1d6 damage. Choose one of the following damage types to apply: blast (bombshell, crusader, explosive, explosive-type, explosive-weight, explosive-duration, explosive-power, explosive-size, explosive-range, bombarding, brilliant, brilliant-power, brilliant-radius, brilliant-stiffener, brilliant-duration, brilliant-radius, brilliant-useful, brilliant-power, brilliant-usefulness, brilliant-use, brilliant-explosive, or brilliant-explosive). The initial effect can be removed by any means necessary by the DM. CategoryConjuration
Barking Sphere
Casting Time: 1 action
Range: 1 mile
Duration:
You create a floating orb of strength and magical energy hovering at least 100 feet above the ground. The orb is immobile, but blocks 50 feet of horizontal movement and no energy can pass through it. When you cast this spell, you can make a ranged spell attack with the orb, instead of the typical 2-foot-power weapon attack made with the orb, making the attack roll with advantage. On a hit, the creature must make a Strength saving throw. On a failed save, the creature takes 6d8 radiant damage, or half as much damage on a successful save. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation
Barking Sphere
Casting Time: 1 action
Range: 1 Mile
Duration:
You create a sphere of magical force in an unoccupied space that you can see within range and that fits within a 5-foot cube. The sphere is transparent and lasts for the duration. When the sphere falls, it creates a sudden and unexpected effect on the target that you choose that makes it difficult or impossible for it to do anything. The sudden effect lasts until the spell ends. If you cast this spell while you are incapacitated, you can make a Wisdom saving throw to end the effect. On a successful save, the spell ends. Transmutation
Barking Sphere
Casting Time: 1 action
Range: 1 minute
Duration:
A sphere of swirling, shimmering energy appears in a 60-foot-radius sphere centered on a point you choose within range. A sphere of swirling, shimmering energy is 10 feet in diameter and 5 feet high, centered on a point you choose within range. A sphere of swirling, shimmering energy can be up to 10 feet in diameter and 5 feet high. The sphere can only be used as an action when you and your allies are within 10 feet of each other. The sphere can be used as a spell-like ability, such as the one used to cast this spell. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 1 minute
Duration:
A swirling sphere centered on a point within range appears that has a 30-foot radius and no more than 10 feet of base area. The sphere appears for the duration. The sphere can be up to 10 feet tall, 10 feet wide, and 20 feet high. The sphere is cast into the air at a range of 120 feet. Transmutation
Barking Sphere
Casting Time: 1 action
Range: 1 minute
Duration:
Magic orb of healing and speed disperses around corners. Until the spell ends, you gain a flying speed equal to your school level! Choose one. After the casting, your whole body and limbs instantly go flying! While you are moving, the sphere is heavily obscured. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 1 minute
Duration:
This shimmering sphere sprouts runes that fly out of your hand. Choose one of the following effects when you cast this spell. You create a magical portal opening on the ground within range. That portal opens into a magical portal that you can see up to 100 feet deep, 30 feet wide, and up to 50 feet tall. Each creature that enters the portal is transported to a different location on the ground within range. Each creature transported is struck by a different magic item. This spell creates a magical portal within range that is up to 10 feet wide, 30 feet tall, and up to 50 feet tall. Each creature transported in the portal’s area must make a Dexterity saving throw. If they fail, the portal is drawn back up to its current plane of origin, causing it to collapse. An object or creature that enters the portal falls when the spell ends. An object or creature that leaves the portal falls when the spell ends. A magical portal is visible only to those using the spell’s area effect. Evocation
Barking Sphere
Casting Time: 1 action
Range: 1 minute
Duration:
This spell allows a wanderer to teleport himself or herself to any point on the ground within range. While in this state, the wanderer remains within the warded area, which is a cube whose area is contiguous with the ground. The warded area is contiguous with the ground, so it is impossible for a warded individual to leave the warded area without breaking the enchantment caused by this spell, if any. Creatures within 30 feet of the warded area have resistance to cold damage. If a warded individual drops to 0 hit points before this spell ends, this spell ends, and any remaining warded area disappears. When you cast this spell, you can target one additional creature for each slot level above 3rd. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 1 minute
Duration:
You touch one object in a 30-foot-radius sphere centered on a point you can see within range. You can change the direction of the sphere by changing the weight of the object, shifting the material in it, or moving the object up or down in the sphere (no action required by you). You can also change the object's appearance by changing the material in it. The sphere remains in place for the spell’s duration. A creature can spend 1 minute removing the sphere from the spell’s spell slot and returning it to its normal place. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 1 round
Duration:
A magical sphere centered on a point within range springs into existence, centered on that point. You can use a bonus action to raise the sphere by one foot in a direction you choose. When you raise the sphere, you can alter its size so that it is one foot shorter from one side to the other, up to 15 feet, and then repeat the process for the entire sphere. When you create the sphere, you can expend one use of the Blast Furnace spell to create makeshift blast craters that can fit inside the cube. Whenever you create a fire or a blast of flame, one of the craters burns, making them watertight and a good shelter. When you create a blast sphere, each inch of its diameter must be filled with air. In addition, when you create a meteor shower, each inch of its diameter must be filled with water. These two effects create a visible and audible link between you and the point you chose. You can’t visit the point you choose early in your journey, even if you are walking with it. Once you do, you must return to the spell before the spell ends to receive a full explanation of the magic in the sphere. The portal closes after 40 days if it is open. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 1 round
Duration:
This spell allows you to shape a giant ball of fire into a flying beast or a giant pebble. You choose the target. You can either create a solid barrier of magical energy or create a sphere that is made of fire and hurled into the air in a 60-foot-radius sphere centered on that point. This sphere is 30 feet long and 5 feet thick, and it isn’t covered by armor or shields. When the sphere touches the ground, it burns up to five gallons of fuel, which is ignited and hurled into the sphere. The smoke and burning fuels create a barrier of magical energy that lasts for the duration. In addition, whenever a creature moves into the sphere or moves within it within the area, it takes 1d12 + 20 force damage, and it can’t use reactions, when it takes the greater damage type, to do anything it does in the sphere. Evocation
Barking Sphere
Casting Time: 1 action
Range: 1 round
Duration:
You conjure a sphere of magic energy at a point you can see within range. The sphere appears on one creature that you can see within range, and lasts for the spell’s duration. If you cast the spell on the sphere’s border, any creatures that are already within the sphere are expelled, and any locks and enchantments that hold out against its entry have been lifted. When the sphere hits, each creature that is within the sphere must Make a Constitution saving throw. On a failed save, one creature locks itself and all its movement for the spell’s duration, even if the creature’s speed and other abilities aren’t affected. If the creature attempts to ram the sphere’s walls or other obstacles into other creatures, it can make a Dexterity saving throw. On a failed save, it can use its reaction to return to its home plane to join the sphere and regain possession of all its equipment. After spending 4 days in the sphere’s shadow, it makes a Wisdom saving at the start of each of its turns to regain possession of its equipment. On a successful save, the sphere takes 1dlO force damage and isn’t affected. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 1 Round
Duration:
You create a magic circle on the ground that appears to be a sphere or a cylinder of some sort. Each creature within the circle must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. The fire damages any solid object in the circle that is dirt or stone. The fire damages any liquid within the circle as it rages, and it damages any solid object in the circle as it rages. A creature can use its action to move the circle up to 30 feet in any direction. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Evocation
Barking Sphere
Casting Time: 1 action
Range: 1 round
Duration:
You create a sphere of invisible energy on the ground within range, centered on a point that you can see within 60 feet of you. The sphere remains in place for the spell’s duration. When you cast the spell, choose one or both of the following options for what appears and disappears within 10 feet of the sphere: Sphere’s brightness blinded spot removed, causing spheres of color to appear around corners, or sphere’s sphere damage and disappearing when it disappears. Sphere’s radius increased by 100 feet, leaving behind a sphere of dim light and dim light within 100 feet. Sphere’s area of effect is changed to match the chosen sphere’s area, such as on an affected tree or a hill. Sphere’s damage type changed to slashing, or spheres damage type changed to piercing. Choose one or both of the following effects when you cast this spell: You create a 20-foot-radius sphere of invisible energy centered on a point within range. A sphere of moderate size and larger is created only on ground that has one foot on each side of a ramp or a small open area. You create a 20-foot-radius sphere centered on a point within range. A sphere of moderate size and larger is created only on ground that has two feet on each side of a ramp or a small open area. You create a 20-foot-radius sphere centered on a point within range. A sphere of moderate size and larger is created only on ground that has three feet on each side of a ramp or a small open area. You create a 20-foot-radius sphere centered on a point within range. A sphere of moderate size and larger is created only on ground that has four feet on each side of a ramp or a small open area. You create a constant gust of wind at a point within range. Wind from above can’t pass through the sphere’s area, and nonmagical wind from below can’t pass through the sphere’s area. If you use a spell slot of 7th level or lower, you can create a constant gust of wind centered on a point within range. You can create another constant gust of wind centered on a point at any time, ending the effect on itself on a success. Transmutation
Barking Sphere
Casting Time: 1 action
Range: 1 Round
Duration:
You create a sphere of magical energy hovering at least 50 feet away from you. The sphere lasts for the duration or until a spell of 8th level or lower allows you to enter the sphere, speak the words, and use any other spell of 8th level or higher. The sphere is an object made of magical force. You choose a creature type, such as a beast, a humanoid, or an elemental, to enter the sphere. The sphere functions like any other spell in your spellcasting options, but it creates an instantaneous, nonmagical effect that lasts until the spell ends. You can use this spell on the same creature every 30 days, ending the effect on it on the spot. You can also create multiple spheres at the same time, ending one sphere on a spell slot of your choice that you use every hour. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 1 Round
Duration:
You hurl a multicolored sphere of ranged damage within range that moves with the sphere toward a target. The target must make a Dexterity saving throw. On a failed save, the target takes 1d6 poison damage. If a creature succeeds on the saving throw, the sphere explodes, sending any creatures still standing on the ground or above the sphere flying. The sphere’s radius is 30 feet. If the sphere materializes, it spreads around the room in a 20-foot radius, and the sphere explodes if it moves over a 20-foot-diameter chunk of stone. Each creature that starts its turn in the sphere’s radius within 30 feet of it must succeed on a Strength saving throw or become restrained in the sphere for the duration. As an action, a creature restrained by the sphere can use an action to create a new one by shaking the affected one against the sphere’s ceiling. If a creature starts its turn in the sphere’s area and either w eres or dies within its movement, the creature is pushed to the nearest safer creature, unless the sphere’s ceiling stops there. Transmutation
Barking Sphere
Casting Time: 1 action
Range: 20
Duration: Instantaneous
A glowing ball of emerald light appears above your head for the duration and lasts for the duration. This glowing ball is visible from a distance of 200 feet up. It glimmers in a 20-foot radius around you. If you cast this spell with a spell slot of 6th level or higher, the ball glows in the same spot as your spell slot. The glowing ball lasts until dispelled. When you cast this spell with a slot of 7th or 8th level spell, the ball glows with it. Evocation
Barking Sphere
Casting Time: 1 action
Range: 24 Hours
Duration:
A swirling orb of green light appears in your hand and moves across the ground in a 30-foot radius around you to a spot within range. You can place this orb somewhere within 5 feet of another location you choose and instantly teleport any creature you could see within 5 feet of the spot to safety. If you cast this spell there are certain benefits of moving the orb. For example, if you are casting this spell in a place with few humanoids within its area, the orb sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The orb sheds bad light in a 30-foot radius and illuminates dim light in a 30-foot radius. When you cast the spell and put the spell back into gear, you can have it sit in an unoccupied space you can see occupied by a humanoids or other intelligent creature for the duration. The orb sheds bright light in a 30-foot radius and illuminates dim light in a 30-foot radius. Evocation
Barking Sphere
Casting Time: 1 action
Range: 300
Duration: 1 Hour
Choose a place within range to animate and animate a Large or smaller construct. Until the spell ends, you make the choice of two possible decisions: Allow the created construct to become a creature for the first time on each of your turns or banish it to an unfriendly forest. This spell can’t. You also might banish a creature that uses an action to waken. This spell doesn’t allow you to banish a creature to another unoccupied space or region of the wizard’s spell list. It instead allows you to banish the creature to a location of your choice within 100 feet of a willing creature or within 5 feet of an object that you can see within range. There, the creature must make a Wisdom saving throw. On a failed save, the creature is restrained and subjected to the bane spell for 1 minute. During this time, a restrained creature can use an action to make a Wisdom saving throw. On a successful save, the creature is turned to ash. 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. Abjuration
Barking Sphere
Casting Time: 1 action
Range: 30
Duration: 10 minutes
This shimmering sphere sprouts a sphere of magical force within range. The sphere is a translucent sphere with a diameter of 5 feet and a height of up to 30 feet. The sphere extends from you and circles up to 60 feet in each direction along the ground. The sphere lasts for the duration. If you cast this spell and the sphere strikes an object or a creature, it strikes both those objects and the creature that created the shock. When the shock occurs, a second shock occurs in each 60-foot-radius sphere centered on the sphere. Each creature affected by the second shock must make a Constitution saving throw. The creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. Evocation
Barking Sphere
Casting Time: 1 action
Range: 30
Duration: 10 minutes
You create a tiny, harmless orb of fire that ignites when it hits a creature within 30 feet of you, either using magic or manganew. The spell has a range of 100 feet and can target a specified area. Each creature in a 30-foot-radius sphere centered on a point you choose within range must succeed on a Dexterity saving throw, or take 3d8 radiant damage. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation
Barking Sphere
Casting Time: 1 action
Range: 30
Duration: 1 Hour
Choose a piece of wood or stone that you can see within range and that fits within a 5’ diameter sphere centered on that piece. You can cast spells using that spell slot up to once and create a sphere of strong winds and fire, a sphere of cold air or darkness, or a sphere with an area of moderate or greater cold air that's 10 feet square. When you create the sphere, you can expend one use of magic for each slot of nonmagical magic used. You can create one cubic foot of nonliving material for each slot level above 4th. Transmutation
Barking Sphere
Casting Time: 1 action
Range: 30
Duration: 1 minute
One creature of Medium size or smaller within range can be charmed, frightened, or possessed by this spell for the duration. The charmer, frightened, or possessed can use a bonus action to make a melee spell of opportunity against the target. On a hit, the charmer, frightened, or possessed makes a melee spell of opportunity into a teleported hand spell. On a hit, the target makes the selected one of these spells with advantage. Teleport. You can use a spell slot of 3rd level or higher to teleport your character to an area outside the spell’s area. The teleportation lasts for the duration, and you have the option of teleporting to a teleportation circle on the same side or within a teleportation circle that has its own teleportation circle. If you cast this spell from a different spell slot than the one you use to cast it, the teleportation circle is simply an image created by you to appear on the same desk next to the spell slot you used to cast it. If you cast it from a different spell slot than the one you use to cast it, the image appears on the same surface as the spell it spell casts, and you can dismiss the casting as an action. Descocation
Barking Sphere
Casting Time: 1 action
Range: 30
Duration: 24 Hours
This spell creates a sphere of yellow and blue light within range to protect you. Each finger on the sphere attracts a creature of the chosen kind within it. The creature must make a Charisma saving throw. On a failed save, it takes 6d8 radiant damage. If you cast this spell again, the sphere remains in place and can’t leave it. It can be destroyed by dealing at least 6d8 fire damage to it. When the sphere strikes an object or a creature, the sphere takes 6d8 radiant damage, and the spell ends. 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
Barking Sphere
Casting Time: 1 action
Range: 30
Duration: 2 hours
With any creature that is within 1,000 feet of you upon your turn (including you), each creature you choose within 30 feet of you must succeed on a Wisdom saving throw or take 1d6 radiant damage. You can use your action to make the saving throw again on a succeeding turn until you either clear the way or, if you do so, deal damage to the creature. On a failed save, the creature takes 10d6 radiant damage, and it has disadvantage on all saving throws, attack rolls, and Constitution saving throws. On a successful save, the creature takes half as much damage and doesn’t have to use movement or wall action to move again. You can also use your action to dismiss this spell. When you cast this spell, you can choose new spells from the spell list or add those spells to existing ones. You can also specify new spell types and/or spellcasting styles, but this spell doesn’t. This spell can’t be dispelled by dispel magic, so it might not work in combination with silver warding. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 30
Duration: 30 Days
A shimmering sphere of flame, floating in the air, appears in a point you can see within range. It must be within the sphere’s plane of residence. You can cast this spell with other types of ammunition. The sphere is an extra target for this spell’s casting, as described below: The sphere appears in a spot where it isn’t there and in a spot that isn’t being used to train or wield a creature. Creatures must remain within the sphere’s plane of origin for the casting. An extra target is one of the creatures created by the spell. A creature created by this spell has AC 30 + its short weapon reach.
Barking Sphere
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes
A 20-foot-radius sphere of shimmering force appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 10 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 cold damage on a failed save, or half as much damage on a successful one. As a bonus action on your turn, you can move the sphere up to 30 feet and repeat the saving throw with advantage. The sphere remains within 5 feet of you for the duration. If you use a spell slot of 2 or more, the damage increases by 1d6 for each slot level above 1st. Evocation
Barking Sphere
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
A Large quasi-real sphere of resistance springs into existence around and above you and remains stationary for the duration. The sphere can be up to 60 feet long, 10 feet high, and 5 feet thick. The sphere remains for the spell’s duration. Any creature in the spheres space must make a Dexterity saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space of the creature’s choice outside the sphere. A Huge or larger creature succeeds on the saving throw automatically, and a Large or smaller creature can choose to fail it. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw, ending the effect on itself on a success. The sphere can restrain as many as four Medium or smaller creatures or one Large creature. If the sphere restrains a creature that causes it to exceed this capacity, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it. As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, a cliff, or other drop-off, it safely descends until it is hovering 10 feet above the ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw. When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls. The water then vanishes. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration. Nothing—not physical objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can’t be damaged by attacks or effects originating from beyond the sphere, nor can a creature inside the sphere damage anything outside it. The sphere can’t be cast outside the sphere. Casting this spell on the same spot every day for a year makes this effect permanent. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can increase the size of the sphere by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration. Nothing—not physical objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can’t be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it. The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere’s walls and thus roll the creature’s Strength check against your spell save DC. On a success, the creature is pulled away from the sphere and is no longer enclosed by the wall. The wall can have any shape you desire, though it can’t occupy the same space as a creature or object inside it. The wall doesn’t need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp. If you create a span greater than 20 feet in height, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on. The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM’s discretion. If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell ends. Evocation
Barking Sphere
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration. Nothing—not physical objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can’t be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it. The sphere is weightless and just large enough to contain the creature or object inside. an enclosed creature can use its action to push against the sphere’s walls and thus roll the sphere at up to half the creature’s speed. Similarly, the globe can be picked up and moved by other creatures. A disintegrate spell targeting the globe destroys it without harming anything inside it. Evocation
Barking Sphere
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration. Nothing—not physical objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can’t be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it. The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere’s walls and thus roll the sphere at up to half the creature’s speed. Similarly, the globe can be picked up and moved by other creatures. A disintegrate spell targeting the globe destroys it without harming anything inside it. Evocation
Barking Sphere
Casting Time: 1 action
Range: 30 Days
Duration: 120-150 Days
120-300 Days 300-500 Days – 10 weeks for 12 months from the start of this spell. 60 Spells cast this way can alter one or two existing magic items, such as the staff of protection, shield of elementals, ring of protection from cold, ring of speed, ring of protection from poison and more. Magic Ward 60 Days 6-24 Hours for up to 10 minutes for 1 night. 30-Illusion spells that deal magic damage or range out to a range of 60 or less can make their effects disappear by reducing the range to 40 inches or less. That spell lasts for 10 minutes, and the spell ends if it moves to a safe spot. Abjuration
Barking Sphere
Casting Time: 1 action
Range: 30 days- 1 hour
Duration:
Choose a point you can see within range, or one of the following: a temple, a castle, a forest, a swamp, a forest, or a swampy plain. The spell creates a sphere of glowing light centered on that point. The sphere must be of a size that isn't larger than 10 feet by 10 feet by 10 feet by 10 feet by 2 feet by 2 feet by 3 feet by 3 feet by 2 feet by 2 feet by 2 feet by 2 feet by 2 feet by 2 feet by 2 feet by 2 feet by 2 feet by 2 feet by 2 feet by 2 feet by 1 foot by 1 foot by 1 foot by 1 foot by 1 foot by 1 foot by 1 foot by 1 foot by 1 foot by 1 foot by 1 foot by 1 foot by 1 foot by 1 foot by 1 foot by 1 foot by 1 foot by 1 foot by 1 foot by 1 foot by 1 foot by 1 foot by 1 foot by ½ by by by by by by by by by by by by by by by by by by by by by by by by by by by <
Barking Sphere
Casting Time: 1 action
Range: 30
Duration: Instantaneous
A magic sphere rises from the ground. The sphere is a transparent transparent object weighing no more than 5 pounds and can be as small as a finger or as large as a fist. It lasts for the duration and sheds bright light in a 30—foot radius and dim light for an additional 30 feet. The sphere’s area is difficult terrain. One creature other than you standing within the sphere can use its action to make a ranged spell attack with the globe. On a hit, the creature must make a ranged Constitution saving throw. If it fails, a piece of the globe flies out of the spot where it struck you and lands on a spot you chose immediately before the spell ends. If it lands on a spot you have drawn on the end of a longbow or shortbow, you can use the piece of the globe as a flint and it lands with a successful DC 20 Wisdom (Perception) check against your spell save DC. If it lands and then goes prone, it doesn’t take any actions and takes only a brief rest. The globe is immobile while you are within it. When it drops to 0 inches under an effect, creature, or object, it floats to the floor. The globe can contain up to five pounds of extra weight. When the spell ends, you can use your action to move the globe up to the floor and then re-animate it. You can use your action to create a new globe, or you can hurl it into the air. To create two two-pound cubes, you must have seen one of the cube’s nine sections and have seen one section of the cube’s nine sections. If you have done so before the spell ends, you can re-create two cubes if you know how it works, and you can create three cubes if you know how it works. The globe can hold up to four pounds. If you cast this spell multiple times, you can have as many as three cubes on hand. When you make a new cylinder, you can use your action to animate one more cube to create a cube with four pounds or less remaining. You can use your action to animate two more cubes, or choose two more cubes you can see within 100 feet of you and animate two more cubes, or you can animate up to three more cubes, or you can animate four additional times, issuing the same command to all others who do so. You can change the color of a cube’s area so that it shows up as a translucent green on one side and a pale blue, three-foot-high statue on the other. If the surface is decorated with beads ornaments, the surface looks like jewelry ornaments made of precious metals. If the surface is decorated with gemstones or fey, the jewel or gemstones appear to be precious gemstones or fey, while the gemstones or fey are made of precious gemstones or fey. When you make an object imbued with magic, you choose the item’s power rating. If you cast this spell using a spell slot of 4th level or higher, the bonus to the attack is double your proficiency bonus. Transmutation
Barking Sphere
Casting Time: 1 action
Range: 30
Duration: Instantaneous
A small sphere of fire appears and ignites flammable objects within range. Each creature in a 30-footradius sphere centered on the sphere must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature or an object damaged by this spell falls down a chimney into ash. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the fire damage can hold at least 50 percent of the fire damage with regard to other types of fire. Evocation
Barking Sphere
Casting Time: 1 action
Range: 30
Duration: Instantaneous
A small sphere of magical energy appears on the ground within range and lasts for the duration. The sphere can contain up to four humanoids or four lizards (an illusion creature), and it can hold up to one hundred pounds. When fully expanded, the sphere can hold up to ten humanoids or four lizards. The sphere contains magical energy that can be channeled through it. When the sphere reaches 0 feet in diameter, any creature or object within 10 feet of it can cast a spell of 4th level or higher as normal, dealing 25 necrotic damage to the creature or object. Necromancy
Barking Sphere
Casting Time: 1 action
Range: 30
Duration: Instantaneous
A Sphere of Magic Energy springs from a point within range and rises to create spheres of magical energy within range. Choose two points you can see within range: one point you can see on your ethereal plane and the other point at a point within range. The spheres last for the duration, and the spheres explode when the spell ends. A sphere created by a spell of level 2 or higher destroys less than half as many spheres as you have prepared. The spheres can be up to 10 feet long and 5 feet thick, and they deal magic damage on a hit. If you cast this spell using a spell slot of 2nd level or higher, spells can’t be cast until the spheres shatter. Transmutation
Barking Sphere
Casting Time: 1 action
Range: 30
Duration: Instantaneous
This magic sphere surrounds a creature that you choose within range. That creature must succeed on a Wisdom saving throw or be affected by this spell for the duration. The affected creature can be a Huge or smaller creature, a plant or a fey. The damage of this spell on that creature increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Abjuration
Barking Sphere
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You create a 5-foot—radius sphere centered on a point of your choice within range centered on a point of your choice within range. Each creature in that area must make a Constitution saving throw. A creature takes 8d6 fire damage on a failed save, or half as much damage on a successful one. As a bonus action, you can move the sphere up to 30 feet. When you move, each creature that ends its turn in the sphere and that enters the spell’s area must make a Dexterity saving throw. On a failed save, a sphere leaves behind a fiery trail that lasts until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Evocation
Barking Sphere
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You create a glowing orb centered on a point within range that lasts for the duration. The orb appears on the ground or in the air, and it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. When the orb appears, each creature within 5 feet of it must make a Wisdom saving throw. On a failed save, a creature is blinded for 1 minute and deafened while inside the orb. A creature that succeeds on its saving throw must then be restored to its hit point maximum and must use its action on each of its turns to exhale the orb. The orb sheds bright light in a 30-foot radius and dim light for an additional 30 feet. When a creature enters or leaves the orb, it must use its reaction to move up to 10 feet in a straight line against any obstacle it passes. The creature can move up or down while in the orb. When it does so, it makes a melee spell attack for each s flying hit it takes. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create a new orb by using a spell slot of 7th level or higher. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can create a new orb by using a spell slot of 9th level or higher. Abjuration
Barking Sphere
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You create and manipulate a circle of glowing antimagic nasties within range, centered on a point you can see within 300 feet of one of the glowing spheres. Each creature of a circle created by this spell must make a Constitution saving throw. A creature takes 8d8 poison damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d8 for each slot level above 3rd. Evocation
Barking Sphere
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You create a quiver full of magical energy that explodes when you take damage. If you take no damage, the sphere explodes free of damage. It explodes outstretched and pointing directly at you. Immediately after it explodes, any creature or object that can move isn’t held back from attacking you. Any creature or object that can‘t move is flung, taken to the ground, and struck by the sphere. Any creature or object affected by the sphere’s damage receives an extra 5d6 extra damage from ranged and spell attacks. Evocation
Barking Sphere
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You create a quivering sphere centered on a point within range. When you cast this spell and make a melee spell attack against a creature within 30 feet of the source of the spell, you can replace the sphere with a greater magical sphere of your choice that is 1 inch thick, cylinder shape, or—if you chose a crystal sphere—with a greater magical sphere of your choice that is an inch tall and rises 1,000 feet above the ground. The sphere sheds bright light in a 30 foot radius and dim light for an additional 30 feet. This spell can deal severe damage to incorporated creatures and constructs. 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. Abjuration
Barking Sphere
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You point at a point of your choice within range and invoke a spectral vortex centered on that point. The vortex sucks up whatever remains in its area and places it at the center of terrain within 30 feet of it. When the vortex appears, each creature and object within 30 feet of the vortex must make a Strength saving throw. On a failed save, the creature takes 2d12 lightning damage and is knocked prone. As a bonus action, you can move the vortex up to 30 feet in any direction along the ground as an effect of its own. The vortex sucks up any Medium or smaller objects that aren't being worn or carried as objects or placed or carried by someone. If the creature uses an action to move its object or place it, that creature must move by the vortex and must move by the same speed determined by the model. If the creature is moving against the wind, it can use its movement to move toward the center of the vortex, which must be within 30 feet of it. If an object or creature drops to 0 hit points and is pushed or shoved by someone, that creature must roll a d8 to move up to the next level of the vortex, which must be within 30 feet of it. Once the first level reaches 5, the creature can move to the next level, up to the maximum level of the vortex and vice versa. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 30 minutes
Duration:
You create a sphere of fire that lasts for the duration, and you must make a Dexterity saving throw. On a successful save, you must move to a point within range, which has its own radius. Creatures are affected by the sphere. You can also create a sphere of fire at the same time as the spell. You can make the fire disappear using its own area, and the sphere is still visible and extinguishing. The sphere can't be more than 30 feet in any direction, and it can be up to 10 feet tall. The sphere can be difficult terrain, difficult terrain that is difficult to pass through, or difficult terrain that requires concentration on a spell that starts out difficult terrain. The sphere can be difficult terrain. It can be difficult terrain when you cast this spell. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 30
Duration:
Sending or retrieving information about a target from the circle of death, a sphere of fire, or an astral dimension that is neither light nor cold can do so without first carefully examining the piece of information and weighing the pros and cons against pursuing those ends. On every line of communication between you and the sphere, you must make a Wisdom saving throw. The sphere emits bright light in a 20-foot radius and dim light for one minute by ignoring its component lights. A sphere of fire is a different kind of fire with a range of 500 feet. When a sphere of light created by a spell of 8th level or higher hits an area under you and strikes one creature in the area, you can expend one use of magic to create a 10-foot-radius. cone of light flame out to cast this spell. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 1d10 radiant damage and is blinded until your next turn. At the end of your next turn, while blinded by this spell, you can choose a new type of blindness for each blinded creature, or choose one of the following effects for each creature affected: You can’t cast spells using a spell slot of 2nd level or less; you instead must spend 1 ki point to cast this spell. You can’t activate magic items that aren’t of a higher level than the slot you used to cast this spell. Also, when you cast a spell with a higher level slot than this one, the spell only lasts one minute and doesn’t have a duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 30
Duration:
The sphere is a celestial, an elemental, and an ooze type magical beast. It is large and heavily laden with magical energy. The sphere is opaque and lasts for the duration. For the duration, a creature can manifest a different symbol of energy and cast the spell as an opaque creature. The creature can emerge from the sphere as a ranged spell attack, with a -2 penalty to the attack roll. On a hit, it can expend one use of its spell slot to create the magic beast (if equipped). The sphere’s antimagic field protects it from fire. When such a creature makes an attack roll of its choice, the sphere erupts in fire and deals 1d4 fire damage to the target. The fire damages objects in the area and ignites flammable objects thrown at it. The sphere sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Magical Beast Apprentices
Barking Sphere
Casting Time: 1 action
Range: 30
Duration:
Until dispelled, up to ten small spheres of magical force appear in your space for the duration. If you cast this spell while within 30 feet of a casting area or while within 30 feet of a glowing bonfire, a sphere of magical force (10 feet diameter and 5 feet tall) springs from the ground within 30 feet of it, centered on the sphere. Each sphere is an inch thick and provides a different effect to it. On each of your turns until the spell ends, you can use a bonus action to cause a sphere to erupt from your hand, moving along the w ere side of the warded area. Each sphere spreads its magic evenly around the base of the warded area, so that the word's resonant effect moves with the space between you and the sphere. Until the spell ends, you can use a bonus action to manipulate a sphere into attacking one of your attacks with a ranged weapon (your choice), an attack that uses magic missile range instead of spell, or a spell attack that uses area of effect magic missile range instead of radius. The sphere attacks when it strikes an attacker, and if it strikes a creature, it strikes a second time on each of its turns. If it strikes at a creature that is within 30 feet of the sphere, that creature must make a Wisdom saving throw. On a failed save, the creature takes 4d12 radiant damage, and if it succeeds on that saving throw, it remains within 30 feet of the sphere and can’t move. The sphere’s magic indicates the safest course for a creature that is in the sphere when it strikes. When a creature w as within 30 feet of the sphere or hits a triggering trigger to open the sphere, a new sphere appears in that location. This sphere has the same properties as a normal sphere, except it has a 20 percent chance to be filled when the sphere’s magic occurs. When the sphere fills, a second arcane spell of your choice that you cast on a creature that it can see within 30 feet of the sphere has 60 minutes effect. When the sphere fills, that spell has a 10 percent chance to trigger the second time it occurs. The sphere can contain up to four creatures; it can’t exceed this capacity with a melee attack. The sphere then explodes, dealing 50 necrotic damage to each creature that it touched. Necromancy
Barking Sphere
Casting Time: 1 action
Range: 30
Duration:
Until you choose an area of ground you can see, you cause a magical spike up to 5 feet in a random direction to form a circle 100 feet in that direction. The circle is an object that has AC 5 and 30 hit points. The dragon must use its reaction when making an attack roll to create the spike, which must be made within 30 feet of the ground in the area. When the spike appears, each creature in the affected area must make a Dexterity saving throw. On a failed save, a creature takes 20d6 acid, cold, lightning damage, and is restrained for the spell, until it uses its action to return to its hand and uses its action to make a new saving throw. A creature restrained by the spell makes a new spell attack roll against that creature, instead of attempting to do anything harmful to it. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d6 for each slot level above 4th. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 30
Duration:
Up to ten trees, usually mowed or hedged, are planted along a road or driveway in the area. The trees are light blue, green or violet in color and are about 30 inches long and 2 inches wide. Arrows and bolts (3- or 4-inch-diameter holes) are not used to launch the bolts. No flammable liquids are spilled into or out of the plants. You might cast this spell without proficiencies or a ring of fire, causing the plants to turn yellow or green. Casting this spell at ground or on a flat surface takes no actions. Illusion
Barking Sphere
Casting Time: 1 action
Range: 3/day
Duration:
This spell creates a sphere of ice within 1 mile of an area where you cast this spell. The sphere’s area is difficult terrain. When the sphere reaches 0 feet tall, it disappears, leaving behind no physical form. The sphere covers a distance of 60 feet, and the spell fails if you are in the sphere. If you cast this spell over a larger area than the sphere covers, the sphere extends through the area, as if it were on a solid surface. The sphere moves with the sphere and sheds bright light in a 30-foot radius around it. If the sphere sheds light, you can cause the light to remain there for 1 hour. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 3 Hours
Duration:
This magical sphere extends into the space of another creature for the duration. That creature can move across such a sphere by using its movement to go first, and it can then use its action to go back in time to the moment when the sphere was created. Alternatively, you can use your action to go back in time and destroy all the spheres at once. Each sphere is 1 foot in diameter and is 5 feet tall. Each sphere is destroyed when a spell of 3rd level or lower destroys it in its area. A piece of nonmagical craft paper inscribed with a symbol of a specific kind of magic circle appears in one of the spheres and is carried to the other side of the sphere for its destruction. If there is no magic circle affixed to a sphere, the sphere is destroyed and magic dies. Enchantment
Barking Sphere
Casting Time: 1 action
Range: 3 lb
Duration: Instantaneous
You create a sphere of magical energy hovering just above your head. Until the spell ends, the sphere fills a 10-foot cube within range, and you can choose to create an orb that isn't a sphere. The sphere has the following properties: - The sphere is light and moves 300 feet every 15 minutes. - The sphere doesn’t harm you. - The sphere sheds bright light in a 30 foot radius and dim light for an additional 30 feet. - The sphere has resistance to cold damage. - The sphere is difficult terrain for creatures other than you. This spell ends for you and your companions if they are fighting another creature. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 3rd Person
Duration: UnfilledInvisibility, up to 1 hour
150mm2x150m (120-foot-radius circle) 5 minutes You awaken to life, magic, or both. Choose one creature whose power rating is equal to or less than the awakened creature’s power. The creature returns to life with 1 hit point. This spell has no effect on constructs or undead. Abjuration
Barking Sphere
Casting Time: 1 action
Range: 500
Duration: Concentration, up to 1 hour
This spell creates a sphere of magical power that lasts for the duration, up to 1 hour. The sphere is invisible, and creatures immune to being frightened or possessed by a false god or a god of war can’t be targeted by the sphere. The sphere is a cylinder that can be as large as the floor of a football field (25 feet tall and 10 feet deep) or as small as the perimeter of a football field (10 feet thick and 10 feet thick). The sphere occupies a 5-foot cube from you to you. When you cast this spell, you can make a melee spell attack against one creature within 5 feet of the sphere. On a hit, the creature deals 1d12 force damage. You can also deal 1d12 force damage to any creature within 5 feet of the sphere or the floor. 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. Abjuration
Barking Sphere
Casting Time: 1 action
Range: 500
Duration: Concentration, up to 1 minute
A sphere of shimmering energy surrounds a creature within range, appearing as a translucent cylinder within range. The sphere is opaque and lasts for the duration. When the sphere appears, each target must make a Dexterity saving throw. On a failed save, a target takes 8d6 acid damage and 4d6 acid damage at the end of its next turn. On a successful save, a target takes half as much damage and no damage at the end of its next turn. Transmutation
Barking Sphere
Casting Time: 1 action
Range: 5
Duration: 1 Hour
You create a sphere of magical energy centered on an area of ground within range, one inch thick. The sphere lasts for the duration, and it disappears when a new area of ground is created. When you create the cube, choose one of the following effects. The cube has truer colors, lasts longer, and uses less energy, being rolled against a 6 roll. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Transmutation
Barking Sphere
Casting Time: 1 action
Range: 5
Duration:
Any magic spinning in your sphere is audible within 300 feet of you. You can make one auditory gesture as part of casting the spell to raise the vibration level of nearby creatures. When an affected creature hears the phrase, it can make a Wisdom (Perception) check against your spell save DC to break out of the sphere and follow you. It must be within 300 feet of you and must make its saving throw against your spell save DC. If you are immune to all damage caused by spells and abilities, this spell can deal 1d6 lightning damage to you, and then other creatures have disadvantage on the attack roll if they can’t be targeted by spells or abilities that target only the creatures affected by spells or abilities. Evocation
Barking Sphere
Casting Time: 1 action
Range: 5 Days, 6 Hours (Until the spell ends)
Duration: Instantaneous
Choose a point within range. The sphere explodes. The sphere must be within 100 feet of a point of unoccupied space. If there are no unoccupied spaces within 100 feet of the point of explosion, the sphere must remain within those spaces. The sphere can’t reach creatures or objects that aren’t being worn, carried, or carried by others. The sphere can’t be broken or tampered with. The sphere can’t be damaged or blinded. The sphere can be blocked and can’t be touched. It can’t be moved by any means. If the sphere is rolled or is rolled up, it moves in a straight line. For the duration of the spell, the sphere can’t be moved by any means. If the sphere is broken or tampered with, it explodes and the spell ends. The sphere can’t be harmed or otherwise affected by spells or other magical effects. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 5 ft. (w e wil w eld)
Duration: Instantaneous or 1 hour
You unleash the power of the spell to form a sphere of magical energy that can be as large as your hand and spread across several hundred feet. The sphere remains until the spell ends. Any creature that starts its turn in the sphere, and if it takes damage, it also takes 4d8 radiant damage, with a 50 percent chance per 10-foot radius exception made. W eld is used to shaping objects and creating magic items, and spells with a casting time of 1 action are suppressed while the sphere is being formed. For spells that use area of effect effects, you choose the sphere as the spell's focal point. You can use this slot to create an area of effect effect, like a large bridge over a wide ocean, that extends over an open pit. You can create one of the following effects within the sphere. You can create one effect within the sphere; you can create an area of effect effect effect within the sphere, create an area of spell power within the sphere, and create a teleportation or interplanar communication opportunity within the sphere. You can create an area of effect effect effect within an unoccupied 5-foot cube. Each creature in that area must make a Wisdom saving throw. On a failed save, a creature becomes blinded and deafened for 24 hours, or it suffers some other effect that would make it blinded (such as shifting and falling), instead. During that time, blinded or deafened creatures can use a reaction to succeed on a Constitution saving throw with advantage. Evocation
Barking Sphere
Casting Time: 1 action
Range: 5
Duration: Instantaneous
A shimmering orb appears and floats within an enclosed space within range. The orb spreads around corners, appearing on the ground, within an opening on either side of an open space, or within a trench on either side. It lasts for the duration or until a creature enters the orb and moves out of it. The creature must succeed on a Wisdom saving throw or fall in the orb and be engulfed by the mist. The orb is light and inconspicuous for the duration. When a creature enters the orb for the first time on a turn or starts its turn there, it and all creatures within 5 feet of the orb within 15 feet of it must succeed on a Wisdom saving throw or become engulfed by the mist and/or take 1d8 radiant damage. Transmutation
Barking Sphere
Casting Time: 1 action
Range: 5
Duration: Instantaneous
A sphere of shadow radiate from you, and a bolt of lightning erupts from it dealing 1d8 lightning damage to one creature within 30 feet of you. If you are connected to the ground within 30 feet and can’t see anything up to the ground, the sphere lashes out at one creature within. An additional creature must make a Dexterity saving throw. The creature takes 3d8 lightning 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
Barking Sphere
Casting Time: 1 action
Range: 5
Duration: Instantaneous
A swirling orb of gray light appears at a point within range and lasts for the duration. When you cast this spell with a spell slot of 4th level or higher, you can create a swirling vortex around one creature of your choice within range that lasts for the duration. This vortex spreads around corners. When a creature enters the vortex for the first time on a turn or starts its turn there, the creature must make a Strength saving throw. It takes 2d4 fire damage on a failed save, or half as much damage on a successful one. The wisps of black smoke swirling around the creature make it difficult terrain for creatures other than you. When the vortex appears, each creature within 5 feet of it must make a Constitution saving throw. On a failed save, a creature can throw a ranged weapon’s magazine back at the vortex, which then ignites it. At the end of each of its turns, it can repeat the saving throw. It takes no actions. If it does, the vortex creates a cloud of debris that remains for the duration. When the cloud appears, each creature within 5 feet of it must make a Dexterity saving throw. On a failed save, a creature can use its action on a later turn to repair the vortex. On a successful save, the cloud disperses into a safe area behind structures, close to obstacles, and within 500 feet of any creature casting a spell. In addition, a successful save leaves behind no cloud. When a creature uses its action to move within 5 feet of a vortex created by this spell, that creature must use its reaction to move at least 5 feet closer to the vortex. A creature can move up to 20 feet when it uses its action to move within 5 feet of the vortex. For the duration of the spell, a creature can move up to 20 feet when it takes an action and can move within 5 feet of the vortex when it takes an action. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 5
Duration: Instantaneous
Until the start of your next turn, a gargantuan sphere of crackling, magical energy appears in the center of a room and flies upward toward a creature within range. The sphere can hover in the air and can hold up to 500 pounds or less. When the sphere reaches its destination, each creature in the sphere and any creatures within its reach take 15d6 bludgeoning damage. If the sphere would strike a creature, the sphere could strike it leaving it with 25d6 bludgeoning damage. The sphere’s reach is wide enough for skimmers and other ranged enemies, and its downward path allows it to pass through openings as small as a 5-foot cube. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 5
Duration:
You create a magical sphere centered on an area within range that lasts for the duration. When you cast this spell, you choose between a bright light cast using a light cube or an area entirely within an unoccupied space you choose within 10 feet of a point of your choice within range. The sphere spreads around corners, creating an especially dangerous area for intruders. A creature frightened of the sphere can use its movement to try to pass through the sphere, and the sphere stays within 20 feet of it. A creature frightened of the sphere can use its movement to try to pass through its sphere. If it successfully dodges each of the three attacks meant for it, it doesn’t need to use its movement to get through the sphere. Evocation
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: 150
10 minutes You create a sphere of thick fog centered on a point within range. Each creature in the fog must make a Constitution saving throw. A creature takes 6 d10 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. When a creature takes damage in this way, it can throw a bubble up to 30 feet tall, fill it with cold light, and then make a spell attack against a creature within 30 feet of it. On a hit, it can cause the bubble to burst and cause as much damage as bludgeoning damage to the target. A creature takes 10d12 cold damage and other cold damage when it damages this way. When a creature ends its turn, or if it succeeds on a saving throw, this damage spreads out throughout the spell’s area. Evocation
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: 1 hour
A magical sphere made of gold or silver, or a similar substance created by magic, that appears in a location other than a location on the map, and that you can see within is a sphere for the duration. The sphere can be made from anything you choose, including metal, stone, wood, or any other material that is magical or that can be created or modified by magic. The sphere is made from gold, silver, or emerald, as well as pearls or other pearls. The sphere is difficult terrain and can be difficult terrain in all its forms. The sphere lasts for the duration. A sphere of gold or silver is the same as any other spell or effect that you cast that ends the spell. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: 1 Hour
A sphere of invisibility appears at a point of your choice within range and is centered on a point you choose within range. The sphere remains for the duration, or until an object strikes it. The sphere’s space is difficult terrain. The sphere’s space is difficult terrain. While within the sphere’s space, you can use a bonus action to cause an object that is within 30 feet of the sphere to fly up to 20 feet of the sphere’s space, passing through it’s space and succeeding on its saving throw. An object that is within 20 feet of the sphere’s space can be damaged. If the object hits the sphere or the barrier, it strikes the creature that produced it, which immediately takes 6d6 acid damage. If the object strikes a creature or a staff connected to it, it strikes the creature and deals 4d6 acid damage, and it makes another saving throw against this spell. A creature takes half as much damage on a failed save and half as much damage on a successful one. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: 1 Hours
You create a sphere of magical force between you and a creature. The sphere is 100 feet high, 10 feet wide, and 3 feet thick and lasts for the duration. When you cast this spell and as a bonus action on each of your turns until you finish casting it, you can cause the sphere to rise from the ground, forming a star-like cloud with a 10-foot radius. Choose one of the following options for how the sphere moves. Red. The sphere moves with you, moving with you on each of your turns until it completely moves. Yellow. The sphere remains where it is and creates a circular effect around it that lasts until the spell ends. Bright. The sphere glows in a bright pink, blue, or yellowish-white light. Dark. The sphere moves with you, creating a circular effect around it that lasts until the spell ends. Silence. The sphere is silent. Actions and Scrolls. You can create two additional scrolls of restoration per lien on the ground or by flowing water in a 5-foot radius around the sphere. Solid. The sphere is solid and safe from rust and stains. You create two nonmagical ripples in the ground at the same time that deal a total of 5d8 bludgeoning damage to the sphere. This damage is nonmagical if you are not wearing armor or if you are wearing a shield. Transmutation
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: 1 Hour
This spell blasts forth arcane magic, seemingly imbued with nature. Choose one creature you can see within range. A dart straight toward the sphere, forming a ring around it and touching one end of it. The rod lashes out at your command, effectively blocking any attacks you make before the spell ends. Creatures can’t cast spells, activate magic items, or use magic items. You can dismiss this spell as an action, before it begins, deal 5 to 10 percent of the dart’s normal damage (if any), and then end it. Evocation
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: 1 Hour
This spell creates a 20-foot-radius, 20-inch sphere of whirling air centered on a point within range that you can see within range. The sphere remains for the spell’s duration, and can hover 100 feet in the air and have an elevation of up to 5 miles. The sphere spreads around corners. Beyond the sphere is an altitude of up to 60 miles, and on hard ground up to 500 feet. The sphere remains for the duration, and can hover 100 feet in the air. If you cast this spell without first preparing spells for the duration, you are limited in the actions you can perform by the general direction of the wind in your area. On each of your turns to affect a creature within 5 miles of the sphere, you can use an action to move the sphere up to 60 feet in any direction, but the sphere follows you and moves only when you have advantage on all attack rolls and move only when you have the initiative. When you spend your action to move the sphere up to 150 feet in any direction, you can add your choice of one of the following effects to it: Each creature within 5 feet of the sphere for each saving throw it makes during its next turn must succeed on a Constitution saving throw or take 1d8 bludgeoning damage at the end of its next turn, or half as much damage at the end of its next turn. Each sphere of whirling air that starts its turn in this way must make a Strength saving throw. A sphere of whirling air points to you. Each creature that starts its turn in this way must succeed on a Strength saving throw or take 1d8 bludgeoning damage, and it must use its movement to move up to half the speed of light, and it takes 3d8 bludgeoning damage at the end of each of its turns. Evocation
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: 1 Hour
This spell creates a sphere of light centered on a point inside a 5-foot cube. The sphere spreads across the ground, and all creatures within it must make a Dexterity saving throw. A creature takes 7d6 psychic damage on a failed save, or half as much damage on a successful one. The sphere can't be more than 30 feet tall, and its radius isn't larger than 20 feet. The sphere can also contain up to six magical barriers. Each barrier is 10 feet in diameter, and you choose one of the following options when you cast this spell: Construct, Skeletal, Medium, Huge, Small, or Medium. Construct or undead creatures of your choice that you can see within range are restrained by the spell. Large or smaller creatures. Creatures that aren’t Large, Medium, or Small are restrained by the spell. The spell also creates a barrier that extends into a space of your choice that you can see within range. The barrier is centered on a point you choose within range, and you can make a Dexterity saving throw. A creature takes 4d6 psychic damage on a failed save, or half as much damage on a successful one. A barrier created by this spell has its own set of circumstances. If the spell creates a barrier that is 1 inch in diameter, it must be 1 inch thick and 10 feet long. If it is 10 inches in diameter, it must be 1 inch thick and 10 feet long. The spell’s area of effect extends across any distance with a burst of movement that can reach up to 10 miles per hour. The spell’s area of effect is centered on a point you choose within range. A barrier created by this spell can have any number of barriers created in it. The number of barriers created in the spell’s area is equal to the spell’s area of effect. The spell’s area of effect extends across any distance with a burst of movement that can reach up to 10 miles per hour. A barrier created by this spell can have up to five barriers created in it. The spell can have no more than one barrier created in it. Divination
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You create a magic object imbued with the power of one of the following spells of your choice that targets a creature within range: bard spells, fey spells, druid spells, fiend spells, or summon monster spells. The magic object appears within 5 feet of the target and functions like any other spell. The object has the same power, duration, and description as the object itself. The magic item can be turned into any spell or other magical effect. The object can be created or reshaped to grant different effects to the target, or create a duplicate spell or other magical effect created by the target. Creatures take no damage from turning the object into a duplicate duplicate of themselves. While the object is in existence, the spell can be cast through the object. Divination
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You create an invisible sphere of energy hovering just above the ground that lasts until your next turn. When you cast this spell, you can choose one of the following effects to fling the spell at an odd or unique creature: Spike the creature or create a distraction by using its movement to ram the spell at an unoccupied space within 60 feet of it. Target a creature within 15 feet of the sphere for the first time on a turn or ends its turn there. While the creature is within 20 feet of the sphere, the spell sends the creature flying. The creature lands safely in the nearest lavatory or on the ground covered by a layer of debris. During the duration of the spell, you can target another creature with an attack. If you do so, target another creature with an attack during its turn. If the creature would be knocked prone, this spell triggers when that creature attacks an unoccupied space under your command. Evocation
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You create a sphere of bright light in a 10-foot-radius sphere centered on a point within range. The sphere appears to be a 5-foot-square, 10-foot-tall cube, and has the following properties: It emits a mild light that is audible for 1 mile. It lasts for the duration of the sphere. It has a 20-foot radius. It has a range of 60 feet. Other than as an action, it can also be affected by the following spells: Drow Sight Spell Focus Minor Illusion It has no effect on undead, constructs, or undead that aren’t members of its kind. It has the same number of hit points as normal creatures. It has no hit points in the form of hit points when it casts this spell. You can use a bonus action on your turn to cause this effect to end. Enchantment
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: 1 minute
A sphere of light, resembling a sphere of flame, forms around a target. The target must succeed on a Dexterity saving throw or become blinded for 1 minute. The spell’s area of effect is centered on the sphere. The target only has AC and Dexterity for the duration. A creature blinded by this spell must make a Constitution saving throw. On a failed save, the target takes 1d6 psychic damage and is blinded until the spell ends. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: 1 Minute
A strange sphere of energy springs from your hand and springs into existence from the other side of the barrier. The sphere can hover within 60 feet of you and can hold up to 500 pounds. When you cast this spell, take 6d6 thunder damage and make a thunderous cry (your choice when you cast it). When the cry ends, the sphere explodes, sending shards of glass flying toward creatures and objects within 30 feet of you. Each creature in the area must make a Dexterity saving throw. A creature takes 1d6 fire damage on a failed save, or half as much damage on a successful one. The fire damage also extends back to the start of your next turn, reaching its maximum level at the start of each of your turns. 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
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: 1 minute
This spell creates a sphere of glowing force within range using one of the following materials: Hazelnut (30 square feet), Dagoth Ur (30 square feet), Evergreen Tree (30 square feet), or a mineral mineral (30 feet or less). The sphere is infused with life, which sucks out any life within 30 feet of it and makes one creature within 30 feet immune to its effects. A creature can use either an action or a spell to end its turn by pulling the cube up to 5 feet off the ground. While pulled, the cube moves, has 5 feet of movement left over it, and lasts for the duration. If you end your turn pulled by a creature or a spell or a permanent or some other effect, you can pull the cube up to 5 feet more easily. If you create a magic circle or a similar area outside a cube, you can pull it up to 5 feet in an instant, creating a seamless network of rings and veins that lasts for the duration. Any creature that starts its turn in the magical circle or in the area of a circle or in another area within 5 feet of it must make a Constitution saving throw. On a failed save, the creature is transported to the nearest safe haven of its choice (such as a safe haven at a location you choose as your landing spot) until it leaves the magical circle or within 5 feet of it. Once transported, the creature takes half damage equal to half the spell’s damage. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Transmutation
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: 1 minute
You create a sphere of darkness that is centered on an object you touch. A creature in the sphere must make a Wisdom saving throw. On a failed save, a creature takes 2d6 fire damage and is blinded until the spell ends. A creature can repeat this saving throw at the end of each of its turns. It must also repeat its saving throw for each sphere of darkness in its area. A creature can use a bonus action to make a fireball of up to ten arrows centered on the object. If the target has fewer than 10 arrows in its area, it can use its action to move them up to 10 feet. A creature can use its action to move up to five feet away from the object. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: 1 Round
A sphere of fire appears and lasts for the duration and dim light for 1 hour in each location where it is visible. It appears 1 mile across and is invisible to creatures of your choice within 30 feet of you. Any creature restrained by the sphere must make a Charisma saving throw. On a failed save, the creature is restrained for the duration. The spell inscribes a message on the ground within 5 feet of the sphere saying that you are trying to stop a suicidal creature from falling into a celestial pit (1 mile deep) that others can reach. You can communicate with the sphere by using an audible communication spell, as part of the spell's effect, or through a similar spell. The sphere remains for the duration and emits a faint blue light when dim light conditions are met. If the sphere moves or falls as you choose, it sheds bright light in that area as normal dim light, and it dims dim light in the same spot as if you had the sphere within its body. The light sheds bright light for an additional 30 feet per day for 24 hours, and it dims dim light in the same spot as if you had the sphere within its body. Both light sheds light and dim light. Nonmagical objects in the area become obscured, and creatures are blinded while in the area. If you cast this spell on the sphere, you can designate a password that carries over to your password. The password is written on the exterior of the sphere, and when the sphere appears at a location within 30 feet of it, you can choose an alchemical symbol used to create the magic symbol. A sphere covered in magical energy is invisible and lasts for the duration. As an action, you can move the sphere up to 30 feet in a straight line. If you move the sphere over uneven terrain, you can cause it to come to rest on a hill or a small clearing. You can also cause it to merge into a creature’s shadow, a shadowy wall, or a sphere of stone. When the sphere appears, each creature within its area must make a Wisdom saving throw. On a failed save, a creature falls unconscious and is blinded for 1 minute, after which it can’t become unconscious again. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Abjuration
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: 1 Round
This spell animates and distills the magic inside a bead of magic dust within range until the spell ends. Choose a bead as an opening toward a creature or an object within 30 feet of it. You might use a bead as ammunition in the void. If you cast the spell in this way, each bead created by the spell counts as one bead created by another spell of 3rd level or lower, and the entire set of bead counts as one bead created by another spell of 3rd level or lower. For the duration of the spell, a bead created by another spell counts as one spell hit for each bead created by that spell, or three spells of 3rd level or lower for the purposes of determining damage type. For the purposes of this spell, four spells of level two or higher are inscribed on the bead: two daggers drawn in the bead, two short swords drawn in the bead, two long swords drawn in the bead, and two simple shields drawn in the bead. Each bead must be drawn and struck before it can be used by an attacker. Abjuration
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: 1 Round
This spell creates a warp in the fabric of space within range, and leaves behind a shimmering, opaque barrier between you and the target. The barrier is up to 60 feet long, 5 feet thick, and 15 feet high, making it strong enough to protect creatures up to 30 feet long and up to five feet thick. The barrier is visible from the target and invisible from the other side. When the spell ends, any creatures or objects caught in the barrier are either ejected into the void beyond or held inside by the barrier for dear life, though they can breathe in and out of the void as normal air. If you expend spell energy targeting a creature or object trying to enter the warp, the target can make a successful Constitution saving throw with disadvantage. On a failed save, the spell destroys the creature or object, and the spell ends early on any creatures or objects still being drawn into the void. A creature drawn into the void, though, has advantage on any Wisdom saving throws it makes before the end of its next turn. While drawn into the void, the creature and object have contact while within 5 feet of it and can communicate telepathically. Evocation
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: 24 hours
The swirling sphere radiates magical energy, centered on a point within range. Until the spell ends, this energy looks like an illusory sphere with a blue/green/white swirl around one end and a pointed star at the other rim. Any creature in the area when the vortex occurs becomes invisible and creatures that aren’t within 30 feet of the center of the vortex are trapped there. A creature can use an ability check made under your spell slot to see what creature types the vortex appears to be made of, though the creature must meet the following requirements: The creature can be any creature (including noncreatures) that the creature is trapped within. A creature trapped by the vortex must make a Wisdom saving throw, taking 3d10 radiant 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. Evocation
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: 24 Hours
This magical sphere surrounds you and your objects when they fall to 0 hit points. You can use your action to switch from a solid surface to a floor, ceiling, or whatever other surface you choose, creating a solid barrier that surrounds you and your objects. Creatures that pass through the barrier are deafened for 1 minute after using their action to make a Dash, or half as long while moving at least 50 feet. When you use your action to move across the floor, you can move up or down a ramp or a side wall as part of the move, which takes 1 minute. When you move across a floor or a side wall, you can use your reaction to move up or down a small ladder or other structure as part of the move. You can set off traps and other barriers in the space to keep the creatures out. When you make a ranged spell attack, you make the attack roll with advantage if the smaller ladder or other structure isn't being used as a base. On a hit, a creature uses the full length of the ladder or structure as a launching pad for an attack against it. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: 24 hours
This spell creates a bubble that appears to be a sphere of fire that spreads around corners and intersects with your finger tips. For the duration, flames spread around corners that match your shape, and flames can’t be extinguished by nonmagical means. When you cast this spell, you choose whether you set the sphere ablaze or not. If you choose the no fire spell, the sphere remains for the duration. The sphere can contain up to 5 cubic miles of air or up to 1 cubic meter of stone. When you cast this spell, you can have the bubble form a face up, or you can place a form on top of the sphere that is neither too large nor too small to form a face. The new form has the same Intelligence, Wisdom, and Charisma scores of its original form, and it fills the same space as its new form. It can’t become a creature, such as a construct or an undead, or join a guild, make new companions, or join a new race. You can use this spell to banish an enemy from the sphere. While the enemy is banished, any spell of your choice that would target it would end before it began its next turn. For the duration, any spell of your choice that would target an allied creature would end before it began its next turn, and any spell of your choice that would target an entire land or an area that was under an enemy siege spell would end before it began its next turn. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration is long enough for its effects to stack with each other. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: 60 Hours
Instantaneous You create a swirling sphere at a spot you can see within range. The sphere is 30 feet in diameter and can be up to 40 feet wide and 30 feet high. The sphere can be made up of up to 10 cubic feet of solid stone or a combination of both. Each cubic foot of solid stone or a combination of both is 10 feet in diameter and 15 feet high. The sphere moves in any direction as long as you can see the sphere. The sphere is cast into the air, and the spell can be used to create a sphere up to 30 feet in diameter and up to 30 feet tall. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 60
Duration:
A large ball of spore-forming energy appears and explodes in a 20-foot-radius sphere centered on a point within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a target takes 10d6 + 40 force damage. On a successful save, a creature takes half as much damage. Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the area toward one creature you choose within 60 feet of the center of the sphere. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage, and the spell ends. 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
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a celestial space at a point you can see and appear in it within line of sight of as much as 100 feet of a celestial target. Until the spell ends, the celestial creates a circular—or flatter—shaped radius around itself around the spell ends. A celestial created by this spell must make a Strength saving throw. On a failed save, it takes 3d8 slashing damage. On a successful save, it takes half as much damage. If you create a celestial created by this spell, the spell ends early if it hits a celestial created by another spell. Divination
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A 20-foot-radius sphere of energy washes itself from you and surrounds you in a 20-foot-radius sphere centered on a point within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain. Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of you. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage. Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th. Evocation
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A 20-foot-radius sphere of shimmering force appears and surrounds a creature that starts its turn there. The sphere is so strong that water-based creatures are unaffected. Each creature that starts its turn in the sphere at the edge must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains within the sphere. A creature restrained by the sphere can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. The sphere is immune to all damage, and a restrained creature can use its action to try to break free. If it fails, the creature is turned to dust and must make a Constitution saving throw at the end of each of its turns. On a successful save, the creature is no longer restrained and can use its action to try to break free again. The sphere is destroyed if it is moved more than 10 feet away from the center. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A 20-foot-radius sphere of shimmering force springs into existence centered on a point you choose within range. The sphere remains for the spell’s duration, and can hold as much as 100 pounds. The sphere is opaque from the outside, of any color you choose, but it is transparent from the inside. A surface can be turned into a flowerbed, a garden, aiary, a pavillon, or any similar arrangement. The shape of the watery form determines whether the spell ends up in the ground or in a storage container. Abjuration
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain. Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 30 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage. Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects on the next hit by 10d6. Evocation
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain. Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage. Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th. Evocation
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range.The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain. Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage. Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th. Evocation
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A 5-foot-diameter sphere of energy appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. As a bonus action on your turn, you can move the sphere up to 30 feet and repeat the saving throw. The sphere remains centered on you for the duration. If you chose a different sphere, you can repeat the saving throw with disadvantage if it’s on a different plane of existence than the one you chose. Round. You choose one round of magical energy that you can see within range. You can cast this spell anywhere on the target’s person or by calling out spells or employing some other means. You can turn the sphere into a sphere by using an action to touch one end of the sphere and choose a point within range. A creature can be bound by this spell only once. Breakage in this way affects all other magic effects created by this spell, as well as any magic used to create new ones. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A 5-foot-diameter sphere of energy appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. As a bonus action on your turn, you can move the sphere up to 30 feet and repeat the saving throw with advantage. The sphere can hover, but no more than 10 feet from you. If the sphere damages a creature, it regains 4d6 cold damage from swimming. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A 5-foot-diameter sphere of energy appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. As a bonus action on your turn, you can move the sphere up to 30 feet and repeat the saving throw with disadvantage if it’s already moving. The sphere can restrain as many as four Medium or smaller creatures or one Large creature. If the sphere restrains a creature that causes it to exceed its maximum height, this spell ends. Transmutation
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A 5-foot-diameter sphere of energy springs into existence centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain. Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage. Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th. Evocation
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A 5-foot-diameter sphere of energy springs into existence centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain. Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack rolls of all attacks that you make against targets within 5 feet of the sphere. On a hit, the target takes 4d6 lightning damage. Creatures within 5 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 5th. Evocation
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A 5-foot-diameter sphere of energy surrounds and surrounds you in a 30-foot-radius sphere, cracking, crevasse, or whatever else is placed upon it. Any creature in the area when the sphere is created is also centered on the sphere if it isn't already centered. In addition, as a bonus action on each of your turns until the spell ends, you can make a melee spell attack against a creature within 30 feet of the sphere. On a hit, the target takes 3d8 radiant damage, and it has advantage on saving throws against its own spells and other effects. Additionally, when you make the attack roll you can make the attack again on each of your subsequent turns as a bonus action. Additionally, the sphere surrounds you and surrounds you with energy, so it can affect creatures of your choice that are within 5 feet of you. As a bonus action on your turn, you can move the sphere up to 30 feet. At any point during its duration, an additional creature of your choice that is within 5 feet of the sphere can make the attack roll with advantage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Evocation
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A 5-foot-diameter sphere of energy surrounds and surrounds you in a 5-foot-diameter sphere centered on a point you choose within range. The sphere remains for the spell’s duration. The sphere remains for the duration to which you are proficient. If you cast this spell using a spell slot of 3rd level or higher, the duration increases by 1 hour for each slot level above 2nd. Evocation
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A 5-foot-diameter sphere of energy surrounds and surrounds you in darkness. Until the spell ends, spheres of energy range from 1,000 to 10,000, extending out from you in a 30-foot radius centered on a point you choose within range. A sphere up to 20 feet in diameter is a sphere of force up to 50 feet wide and 25 feet tall. The sphere remains centered on you for the duration. Any creature in the sphere’s space must make a Dexterity saving throw. On a failed save, a creature takes 6d8 radiant damage, and it is blinded for 1 minute. On a successful save, a creature takes half as much damage and isn’t blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. On a failed save, a creature is unaffected by this spell. Until the spell ends, you can use an action to launch a beam of acid at a point a foot square and higher than the spell’s area. Each creature in the area must make a Constitution saving throw. A creature takes 3d6 damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A 5-foot-diameter sphere of energy surrounds yourself and consists of seven spells of 5th level or lower. You can cast these spells through the link spell. Choose one of the following spells of 3rd level or lower: One creature that you can see within range. One creature that can’t be charmed. Two or more creatures of the same type or type of familiar. Familiar spell’s range is reduced to 0, the target’s level is reduced by one, and the spell ends. The target’s familiar inflicts 1d8 necrotic damage on itself, or half as much damage on creatures that aren’t familiarized to the spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Necromancy
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A 5-foot-diameter sphere of shimmering force springs into existence centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 force damage. The sphere’s space is difficult terrain. Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage. Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th. Evocation
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A 5-foot-diameter sphere of whirling air springs into existence around a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain. Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit. the target takes 4d6 lightning damage. Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th. Evocation
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A 5-foot-diameter sphere of whirling air springs into existence, centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain. Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a melee spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage. Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th. Evocation
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A 5-foot-diameter sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain. Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage. Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th. Evocation
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A 5-foot-diameter sphere of whirling air springs into existence centered on a point you choose within range.The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain. Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage. Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th. Evocation
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A 5-foot-diameter sphere of whirling air springs into existence, centered on a point you choose within range.The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain. Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage. Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th. Evocation
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A floating, magical, or animated beast appears at a point of your choice within range and hovers for the duration, paused, or reaction of a creature within range. The beast is friendly to you and your companions. It obeys any verbal commands that you issue to it (no action required by you). If you don’t immediately recognize the beast as your own, you assume its identity through time travel. When the beast appears, any of your enemies that can see it must succeed on a Wisdom saving throw or become frightened of it for 1 minute. If you have a close ally who can see it, the creature must succeed on a Wisdom saving throw or become frightened of it for 1 minute on a failed save. During this time, you can’t see it and can’t interact with it. During this time, you can also use your action to assume its charmed form, which can be any beast you have seen and is charmed by you. While the beast is charmed, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception: if your original form has more hit points than the beast has hit points, the beast has disadvantage on attack rolls against you. 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
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A sphere of crackling, pulsing energy springs from your fingers to point to a point within range. If there are no creatures on the ground within 5 feet of the point you chose, you create a 15-foot cube of unstable energy centered on that point. When a creature would reach 0 feet in this sphere, it must make a Dexterity saving throw. On a failed save, the creature takes 6d6 trues damage from the spell and is restrained, subjected to the spell while it is within 5 feet of the source of the crack, for 1 minute. While restrained by this spell, the creature can make a Constitution saving throw. On a successful save, it can’t be charmed, threatened, or possessed. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is 9 hours, and the spell lasts until you use a different spell slot, its level, or the duration ends with an illusory scroll spell. Transmutation
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A sphere of shimmering force appears at a point that you choose within range. The sphere is an area of difficult terrain with a 10-foot radius. The sphere remains for the spell’s duration. The sphere remains for the duration on an object or within an area that is no larger than a 10-foot cube. Until the spell ends, any of your enemies that can see the sphere can see it as if it were a celestial. This spell can have additional effects, as specified in the prior section. The following effects can be had in addition to the normal effect, as long as they apply to the sphere. Bulldozer. You can cause a celestial to launch an attack of opportunity that deals an extra 4d6 psychic damage to the target. Eagle’s Splendor. You can place a celestial within an area you choose that is no larger than a 20-foot cube. The target can’t be targeted by any of the following effects. Bear’s Special. The target of each of the effects can’t be charmed, frightened, or possessed by any of the creatures in the area. Bulldozer. You can cause a celestial to perform a special act that has a harmful effect on it. The target can use its action to make a Strength check against your spell save DC. On a success, the target is no longer charmed, frightened, or possessed by such creatures. Bulldozer. You can cause a celestial to launch a melee attack that deals an extra 4d6 psychic damage to the target. Eagle’s Trait. The target of each of the effects can’t be charmed, frightened, or possessed by any of the creatures in the area. Bulldozer. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A sphere of shimmering force appears at a point you choose within range. The sphere is a sphere up to five stories tall. The sphere is opaque from the outside, of any color you choose, but it is bright light and difficult terrain. Any creature that can’t see the sphere is about to fall into a catatastrophe. Each creature that can’t see the sphere at the time of the spell must make a Dexterity saving throw against poison. On a failed save, the creature becomes blinded until the spell ends or dies. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration increases by 1 hour for each slot level above 4th. Abjuration
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration. Nothing—not physical objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can’t be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it. The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere’s walls and thus roll the sphere at up to half the creature’s speed. Similarly, the globe can be picked up and moved by other creatures. A disintegrate spell targeting the globe destroys it without harming anything inside it. Evocation
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A sphere of shimmering force springs from your fingertips to fill a 5-foot-radius. centered on a point you can see within range. Until the spell ends, a 5-foot-radius snowball-shaped sphere appears in an unoccupied space within range, and lasts for the duration. When a 5-foot-radius sphere appears, each creature in that space must make a Dexterity saving throw. On a failed save, a creature takes 2d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. A creature knocked prone falls prone only once its speed is reduced by this spell. A creature that can’t fall prone saves against this spell's damage and is not k